Grass Rendering Series Part 2: Full-Geometry Grass in Godot

In this second part of the Grass Rendering series, we’ll go over one possible implementation of grass in Godot. It will be full-geometry grass, meaning that each grass blade is an actual 3D object. This is in contrast to the also very popular billboard grass, where multiple blades of grass (or other plants) are drawn onto a transparent texture, which is rendered onto quads scattered across the ground. If you haven’t read part 1, I’d recommend to check that our first: Grass Rendering Series Part 1: Theory ...

April 6, 2025 · 13 min · Karl Bittner

Grass Rendering Series Part 1: Theory

This is part 1 of a multi-part series on grass rendering. We’ll start by figuring out how realistic grass should look like, and how herbage can be modeled with the tools we have at our disposal in real-time 3D graphics. Then, we’ll look at how to implement different methods of grass rendering in Godot. However, most of the tutorial will not be Godot-specific aside from some node names and syntax. ...

April 5, 2025 · 4 min · Karl Bittner