Red Herring’s Shrubbery Creator

This page describes the Shrubbery asset for Unity which lets you place grass and detail meshes on any surface, not just terrain.  This can be used to place additional static mesh data like weeds growing through cement in a building, mushrooms on trees or random garbage.  This asset will allow you to increase the realism of a scene by adding a large number of small detailed objects in any scene at very low overhead.

The interface is very easy to get started and use as shown below.

First add the Shrubbery component to an asset you want to add details to.

Component->Mesh->Shrubbery

This will bring up a UI in the Inspector view like this:

ShrubberyEditor-FullView

  • Brush Options ShrubberyEditor-BrushOptions
    • Radius defines how large an area grass or details will be drawn within.
    • Strength defines how many instances of grass or details will be drawn with each move of the mouse.
    • Max Paint Angle describes the steepest angle that can be painted onto (90 means all can be painted, 0 means only perfectly horizontal surfaces)
    • The Vertical to Follow Normal slider defined whether or not the grass will stay strictly to the global vertical or blender more to match the underlying object’s normal.  Since grass tends to grow upwards you may always want some amount of this blend to keep the grass pointing upward.
    • Vertical Jitter defines how much randomness away from vertical the grass will be created.  This keeps it from all pointing in exactly the same direction as you draw.

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