Seasonal Foliage – Part 3: Results

We looked in Part 1 at the arty side of making trees, in Part 2 we looked at in-engine setup and now we shall look at the results when both are put together.

Seasonal variants of our apple tree.

As a quick recap, to change our foliage with the seasons we do a mixture of mesh and material changes at runtime.
For example:
🌷 In Spring, we change the apple tree mesh to allow for extra flower cards.
🌞 In Summer, we use a mesh that is more leaf heavy.
πŸ‚ In Autumn, we use the same mesh as in the summer but change the texture/colour and subsurface colour of the leafs to allow for a more cozy fall colours.
β˜ƒοΈIn Winter, we use a leaf-free mesh with snow on top that is per default hidden but will get dithered in as it snows in game.

Here are some more screenshots.

Spring and Summer
Autumn and Winter

And a video example:

Season changes will most likely take place while the player is ending their current day and be on some summary screen or camera fade, so won’t be able to see any mesh popping.
However, if we change that and the player can actually observe seasonal changes, I would change it to fade out and in while taking precautions any new meshes or materials are loaded in ahead of time.
(Actually now that I write about it… I might very likely do this since other things are already fading in some fashion πŸ˜„).

Also there is obviously still a nice snow layer missing on top of the grass, for now I just colour it in to get a similar effect across πŸ™‚.

But anyways for now…
Bye and have a lovely day out there πŸŒžπŸ‘‹

One response to “Seasonal Foliage – Part 3: Results”

  1. Really lovely results already, especially as-demonstrated in that video, it really feels like each of the seasons and is already quite cosy 😊

    As all the ground foliage seems to fade and scale appropriately already between the seasons it feels like a good time investment to transition the trees in some way too so it can even happen on-screen rather than just between days…
    Maybe the leaf cards can scale about their own uv-baked-pivots or something for winter/spring, and colours could be adjusted on a curve (along with any dither alpha)? Then a single tree mesh could be all-seasons instead of needing to swap them? (although that might come with a little extra cost)
    Just spitballing though as you mentioned it in the post 😁

    Also those comparison-slider-images, very nice! πŸ‘πŸ‘πŸ‘πŸ‘πŸ‘

    Great stuff already, I really like it πŸ‘πŸ₯°

    Like

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