Realistic Grass Rendering: From Principles to Godot Implementation

2025-05-29

This is the first part of a multi-part series on realistic grass rendering. It begins by exploring the visual properties of real grass, such as its shininess, translucency, and self-shadowing. Several methods for simulating grass in real-time 3D graphics are then introduced, including texturing, normal mapping, and using billboards and full geometry for grass blades. The article concludes by noting that modern GPUs can handle full-geometry grass rendering and previews the next installment, which will detail how to implement full-geometry grass in Godot.

Development