Environment scattering tools and shaders/materials that prioritize visual fidelity/artistic freedom, a declarative API and modularity.
In the current stage this is mostly for tinkerers and learners within the bevy ecosystem, but I am planning to use this for actual game dev myself eventually.
Caution
This package is in early development and in an experimentation stage. I wouldn't personally use this in production quite yet, but it's getting closer to that state incrementally.
cargo add bevy_feroniaThe possible use-cases are demonstrated in the examples
The setup depends on the use-case, but a typical setup would look like something like this:
app.add_plugins((
MeshMaterialAssetBackendPlugin,
// Or
SceneAssetBackendPlugin,
// ...
ExtendedWindAffectedScatterPlugin
));The Scatter system needs to know when it can set up since it can depend on height mapping. You need to insert the setup state at some point.
Note
In complex setups that load assets and bake a height map, this can be after the Startup.
app.insert_state(ScatterState::Setup)Or
ns_height_map.set(HeightMapState::Setup);
ns_scatter.set(ScatterState::Setup);A ScatterItem's LODs are grouped by Name. If the names end in LOD_1 or lod1 etc., the LOD suffix will be stripped from the name to match it to the other lods of the asset.
Caution
When defining multiple ScatterItems per ScatterLayer without names, a different asset will render when LODs are changing, leading to visual bugs.
// Landscape
cmd.spawn((
MeshMaterial3d(materials.add(StandardMaterial {
base_color: GRAY_500.into(),
..default()
})),
Mesh3d(meshes.add(PlaneMeshBuilder::from_length(80.).build())),
ScatterRoot::default(),
// Scatter layers
children![(
// Make sure you use the correct `ScatterLayer` with the desired `ScatterLayerType`, e.g.,
// Standard, Extended or Instanced Material/Layer.
extension::scatter_layer("Wind Affected Layer"),
// Scatter Options
DistributionDensity(50.),
InstanceJitter::default(),
// You can define material options on the full layer here
WindAffected,
children![
(
// Or overwrite on the item, e.g.,
// WindAffected,
//
// CAUTION: If you have multiple assets, all lods that belong to each other need to have the same name!
//
// You can have multiple assets in each layer; as long as all LODs have the same name, they will be matched correctly.
Name::new("Wind Affected Example Item"),
MeshMaterial3d(materials.add(StandardMaterial::default())),
Mesh3d(mesh.clone()),
),
(
Name::new("Wind Affected Example Item"),
// We need to specify the LOD Level if it is not 0 (Highest level)
LevelOfDetail(1),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: RED_500.into(),
..default()
})),
Mesh3d(mesh.clone()),
),
]
)]
));Now you can start scattering! ๐ฑ ๐ ๐ฟ ๐ ๐ณ ๐ฒ ๐ด ๐บ
cmd.trigger(Scatter::<ExtendedWindAffectedMaterial>::new(*root));Note
ScatterLayers and their ScatterItems of the same ScatterType are always scattered in order, but layers of different ScatterTypes can be scattered at the same time.
In complex scenes it is often required to scatter a complete hierarchy in order (rocks โ trees/foliage โ grass).
Tip
If an ordered scatter is still required, and you can't or don't want to scatter in parallel, observers need to be used to chain the scattering of ScatterTypes in order.
fn scatter_on_keypress(
mut cmd: Commands,
keyboard_input: Res<ButtonInput<KeyCode>>,
root: Single<Entity, With<ScatterRoot>>
) {
if !keyboard_input.just_pressed(KeyCode::Space) {
return;
};
// Scatter the rocks.
cmd.trigger(Scatter::<StandardMaterial>::new(*root));
}
fn scatter_extended(
_: On<ScatterFinished<StandardMaterial>>,
mut cmd: Commands,
root: Single<Entity, With<ScatterRoot>>,
) {
// Scatter the foliage after the rocks.
cmd.trigger(Scatter::<ExtendedWindAffectedMaterial>::new(*root));
}
fn scatter_instanced(
_: On<ScatterFinished<ExtendedWindAffectedMaterial>>,
mut cmd: Commands,
root: Single<Entity, With<ScatterRoot>>,
) {
// Scatter the grass last so it doesn't grow on occupied areas.
cmd.trigger(Scatter::<InstancedWindAffectedMaterial>::new(*root));
}There are very experimental releases before 0.5.0, but I wouldn't use them.
| bevy | bevy_feronia |
|---|---|
| 0.17 | 0.5 |
The code is dual-licensed:
- MIT License (LICENSE-MIT or http://opensource.org/licenses/MIT)
- Apache License, Version 2.0 (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
Feel free to copy the grass assets. All the other assets used in the examples are licensed assets.
Important
If you intend to use them, make sure you comply with the license.
- Graswald for their amazing assets and
GScatter, which served as inspiration for the scatter tools. - Sucker Punch Productions for their Procedural Grass and Wind simulation in 'Ghost of Tsushima' and GDC Talks.
- bevy_procedural_grass by jadedbay
- warbler_grass by EmiOnGit
- GDC 2011 "Approximating Translucency"
- BlinnโPhong reflection model
- All the other assets
A bunch of issues are already open, but some of the larger milestones could be:
- Allow physics-based and other entities to impact the displacement/wind.
- Make use of compute shaders (Allow scattering on CPU and GPU, improve culling).
- Allow for multiple
ScatterRootswhen baking height maps (otherwise it should work... probably but it isn't tested yet)