What will be covered in this Quick Start?
One of the most legendary aspects of CRYENGINE is its ability to quickly paint a lush jungle scene which provided dense variation and coverage across the terrain. The vegetation itself is not too complex to set up and generally tweak inside of the Editor. You can also utilize some procedural effects built into the Editor.
In this Quick Start we will cover the basics of setting up groups and adding vegetation objects inside of them. We will also look at the different properties we can use when painting the vegetation to make it adhere to the surface for the terrain better.
The last thing we will cover in this Quick Start is the ability to tap into some of the procedural effects that produce wind bending inside of the Editor. In some cases you can also get full physical interaction with your character with external asset setup.
Types of Vegetation Objects in CRYENGINE
In CRYENGINE you are given several options when dealing with vegetation. It is best to know which options you are given and the most optimal times to use regarding the type. Below are listed several of the vegetation types that CRYENGINE has to offer:
- Static - The default use case that allows for additional wind bending if vertex coloring has been painted in.
- Automerge - Typically used for grass. Allows for bunches of single object instance to be grouped at run-time to reduce drawcalls.
- Touchbend - A single branching plant that is assembled in an external tool. This object allows for physical interaction during gameplay (example: player touching leaves while walking by).
- Multi-touchbend - Similar to the original touchbend except that this variation in set-up also extends to have a single stalk and instanced leaves down the shaft.
- Multi-merged Mesh Deform - A vertex colored entity that allows for hanging ivy or draped vines that are physicalized during gameplay to act similar to that of cloth (example: willow tree branch swaying)
Now that we have covered the basics of the vegetation system it is time to create your own objects. This way, you will learn a little bit more about how to use vegetation objects in development.