This section of covers the wiki will cover the creation pipeline of getting for moving your vegetation assets into CRYENGINE. It has been broken down into different sections, where depending on the type of vegetation you want to create, there . There will be a dedicated category just for detailing that pipeline. The major categories have been broken down logically into their type.Information of using the vegetation tool can be found
For more information on using the Vegetation Editor, please refer HERE. This section deals with the asset creation pipeline.
The Major major categories are:
- Grass (patches) multi-plane geometry
- Grass (merged mesh) simple geometry
- Bushes (detail bending) applying noise to simulate movement
- Bushes (touch bending) allows interaction with other physicalized entities
- Trees (boolean Boolean breakable)
Few technologies that we use in our vegetation system, for example: detail bending, in is not restricted to the bushes. You can apply the same setup onto technology on trees since is to do they can be modified with simulating vegetation movement. To save repeating our selves in multiple documents, we will refer to the shared technology via links embedded with the tutorial you will be following.