Grass
From GECK
Grass can be painted onto landscape vertices by assigning it to a Land Texture. Grass generation is random, and persistent only within a single instance of the game (it is not save baked).
Grass Dialog
- Art file: Filename for grass model. Click the Edit button to browse for .NIF file.
- Density: Percentage chance for a landscape vertex to generate grass.
- Min Slope: Minimum height difference between landscape vertices for which grass is allowed to generate. Minimum value is 0.
- Max Slope: Maximum height difference between landscape vertices for which grass is allowed to generate. Maximum value is 90 (right angle).
- Position Range: Multiplier for the range that grass can be horizontally offset from the landscape vertex grid. Maximum value is 512.0000. A value of 1.0000 results in no offset.
- Height Range: Range of height variation allowed for grass. Maximum value is 1.0000.
- Color Range: Strength of variable color lightness applied to grass. Higher values are darker. Maximum value is 1.0000.
- Wave Period: Controls the speed of the waving effect. Higher values are faster. Maximum value is 100.0000.
- Vertex Lighting: Allows grass to receive sunlight.
- Uniform Scaling: Makes height range also affect horizontal scale.
- Fit to Slope: Makes grass try to conform to slopes so that it is orthogonal to the landscape.
- At the bottom of the Grass Dialog there is an option to control how generation is affected by water.
Notes
- Grass is not rendered in the GECK.
- Grass meshes can be visualized in NifSkope by replacing the TallGrassShaderProperty block with a supported shader type, such as BSShaderPPLightingProperty, and lowering or removing the alpha.