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Grass in FG

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Grass in FG

Postby Foxtrot15 » Tue Jan 26, 2016 11:58 am

Hi,

I read somewhere in the wiki that 3.6 has 3d grass. Interestingly, neither 3.6, 3.7 nor 16.0 has 3d grass with rendering maxed out.

Did I read wrongly?
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Re: Grass in FG

Postby Thorsten » Tue Jan 26, 2016 12:11 pm

You have to uncomment the lines for volumetric grass in the materials file. I didn't find a way to make it look good with Rembrandt or default on, so I didn't simply want to spoil things for non-ALS users.
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Re: Grass in FG

Postby Hooray » Tue Jan 26, 2016 1:00 pm

sounds like materials.xml might benefit from supporting XML conditions, or does it already ?
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Re: Grass in FG

Postby Thorsten » Tue Jan 26, 2016 4:03 pm

They do, but random vegetation is an effect declared on top of that and effects do not support the standard conditions (they do support predicates). Since grass runs over what is in essence the normal tree effect, disabling it when Rembrandt is running kills all the trees.

I suppose with enough determination it can be hacked into something that actually switches, but then it's also a performance-critical thing,...
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Re: Grass in FG

Postby TheEagle » Fri Aug 13, 2021 8:10 pm

Thorsten wrote in Tue Jan 26, 2016 12:11 pm:You have to uncomment the lines for volumetric grass in the materials file. I didn't find a way to make it look good with Rembrandt or default on, so I didn't simply want to spoil things for non-ALS users.

Which materials.xml file ?
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Re: Grass in FG

Postby wlbragg » Fri Aug 13, 2021 8:21 pm

No longer needed, in the shader settings you need "Wind Effects" enabled and "Overlay" enabled and a graphics card that supports geometry shaders.
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Re: Grass in FG

Postby wlbragg » Fri Aug 13, 2021 8:22 pm

I'm not sure which all helicopters support it, but for sure the AirCrane supports grass rotor wash as well to help test if it is working for you.
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