OgreSpeedGrass

Business, OGRE

Next in the line of OgreSpeed* products, here’s a shot of OgreSpeedGrass.

It’s based on IDV’s SpeedGrass but I’ve rewritten a fair amount to make it work conveniently with Ogre, and also improved it somewhat - such as better wind effects and the completely dynamic lighting and shadowing you see there, which I think looks rather nice.

OgreSpeedGrass will be bundled with a yearly support agreement for OgreSpeedTree, in the same way that the original SpeedGrass is licensed. I’m not looking for any additional beta testers right now, but there will be an official 1.0 release of both these libraries by the end of the month; if you’d like to be notified when that happens, please email enquiries at torusknot dot com.

More shots are available in the Ogre gallery.

Edit: and here’s a video, for those who asked:

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12 Responses to “OgreSpeedGrass”

  1. Paul Says:
    September 9th, 2008 at 3:17 pm

    Oh how cool is that!
    When you say that youve re-written a fair amount to make it work with Ogre, you mean you changed the original SpeedGrass?

  2. Steve Says:
    September 9th, 2008 at 5:20 pm

    Cheers :)

    Yes, the original SpeedGrass comes in source code form to people who buy SpeedTree support, it’s not a big separate library like SpeedTree is, hence why it’s part of support rather than sold separately. I rewrote perhaps more than I strictly had to because I’m a stickler for clean integration and I saw some opportunities for extensions/improvements. It’s the same reason I put way more than the minimum effort required into OgreSpeedTree, but I figure if something’s worth doing, it’s worth doing properly. At least this way I can feel genuinely justified in charging for the result, it’s much better (IMO) than you would get just by quickly hacking Ogre & SpeedTree/Grass together on the cheap, and they’re much better positioned for future extension.

  3. James Says:
    September 9th, 2008 at 7:24 pm

    where is a video?

  4. Klaim Says:
    September 9th, 2008 at 10:14 pm

    As James, i think a video would be a good thing to “sell” the features of this plugin.

  5. Steve Says:
    September 10th, 2008 at 8:17 am

    There will be a video online soon.

  6. Steve Says:
    September 10th, 2008 at 8:52 am

    Ok, video is up.

  7. Paul Evans Says:
    September 10th, 2008 at 1:21 pm

    Looking good!
    So that OgreSpeedxxx plugin stuff… is it all you or did you lead a team? Understand if you can’t answer cos of NDA etc.

  8. Steve Says:
    September 10th, 2008 at 2:13 pm

    It’s all me :)

  9. James Says:
    September 10th, 2008 at 4:08 pm

    amaazing, how many batches have the scene?

  10. Steve Says:
    September 10th, 2008 at 4:15 pm

    Batches vary depending on where you’re looking, but it maxes out at just over 500 at a worst case scenario (and about a million polys, but then I’ve got everything set to pretty high detail on this box). Again, it’s all tweakable depending on the ‘cell’ settings you set up, LOD parameters, etc.

  11. syedhs Says:
    September 10th, 2008 at 5:25 pm

    Do you have dynamic tree impostor thrown in too?

  12. Steve Says:
    September 10th, 2008 at 5:34 pm

    Imposters are generated at export time from SpeedTreeCAD. They are normal mapped and have multiple elements to them so they can be viewed from any angle and look accurate.

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