Just kslayer5 brings polycount over 1.2 million in my scene.
That's just one layer? yikes
Splitting grass files into multiple KN5s does little for performance, All it does is help loading files into ksEditor quicker.
The guide you've read is emphasizing on using multiple layers
per section. I like to use 5 layers, some guys use 3... but it really depends on how much grass you need to cover.
I'll write the way I distribute grass to my projects, by no means the only way to do it, but its efficient and follows the layer system.
1) I've cloned my grass surface object and split into roughly 10 equal sized areas. These will be my distribution surfaces... Surface 1 to Surface 1o
2) I'm now going to do a test scatter on Surface 1, determining how many polygons it will take for the area to be lush and covered. Turns out its about 50000 polygons. Easy math = 50000/5 layers = 10000 per layer.
3) I apply 5 scatter commands, each at 10000 clones, ( if using max, each scatter command needs a new seed, so the clones are random all 5 times) to Surface 1.
4) The way I name them:
surface1_01_KSLAYER1
surface1_02_KSLAYER2
surface1_03_KSLAYER3
surface1_04_KSLAYER4
surface1_05_KSLAYER5
5) Reset the pivot points of those 5 objects to their centers, its what the game needs to know so the LOD out works correctly.
6) I keep on doing the same steps 2 - 5 to all other 9 surfaces. Doesnt necessarily mean they all take 50000 clones/polygons.. but always use the math dividing by 5 layers. (ie 45000/5 = 9000 per layer, etc)
Until my Surface 10 is all set
surface10_01_KSLAYER1
surface10_02_KSLAYER2
surface10_03_KSLAYER3
surface10_04_KSLAYER4
surface10_05_KSLAYER5
7) The normals will need to be fixed, pointed up.
8) Export to FBX... doesnt need to be multiple, only if loading into ks editor is ridiculously long... then sure, split them into 2-3 FBX
9) Once loaded into the editor, need to fix the LOD out values for each layer of each surface.
KSLAYER1 = 350
KSLAYER2 = 300
KSLAYER3 = 260
KSLAYER4 = 160
KSLAYER5 = 80
These numbers arent set in stone, but its what its been used successfully, but i've done different versions of that.. again, depending on the project, and camera angles.
Once shader is all set, KN5 exported. You should have a 3d grass system in your track that is efficient, looks good, and doesnt cost you of any more than 10-15 fps.
With a good texture that actually matches the grass surface, good shader values... it could look very good.
You dont want this....
You want this....
