# How to achieve grass "3d effect" similar to this one

**URL:** <https://forum.babylonjs.com/t/how-to-achieve-grass-3d-effect-similar-to-this-one/51166>\
**Category:** Questions\
**Created:** [June 9, 2024, 6:35am UTC](https://forum.babylonjs.com/t/how-to-achieve-grass-3d-effect-similar-to-this-one/51166 "2024-06-09T06:35:13Z")\
**Posts on this page:** 1\
**Showing post:** 22

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**Author:** ![mawa](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/mawa/32/12384_2.png) [@mawa](https://forum.babylonjs.com/u/mawa)\
**Post date:** [July 7, 2024, 9:32am UTC](https://forum.babylonjs.com/t/how-to-achieve-grass-3d-effect-similar-to-this-one/51166/22 "2024-07-07T09:32:59Z")

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Dears,  
Interesting topic. Let me just add the link to the video. Will make it easier to understand the scope, I believe.

[![](https://img.youtube.com/vi/ihZBrUz4kxM/hqdefault.jpg "Vray Grass Tutorial in 3ds Max - How to create realistic Grass material with Vray") ](https://www.youtube.com/watch?v=ihZBrUz4kxM)

It’s funny how the ‘grass’ topic is kind of redundant in this forum. I believe at some point, there are some keywords, like ‘displacement’ or ‘vray’.

* * *

Let me also just add another link from the forum.

> [@Grass, butterflies and trees with instancing](https://forum.babylonjs.com/t/grass-butterflies-and-trees-with-instancing/45646):
>
> Hello everyone! After watching the last [video of Simon Dev on grass](https://youtu.be/bp7REZBV4P4), I was inspired to recreate and expand it using BabylonJS. So I had a lot of fun with instances and stuff and it came up nicely I think: You can try it out at [Hello BabylonJS !](https://barthpaleologue.github.io/AssetScattering/) (WASD or ZQSD to move around the character) The framerate holds at 60fps most of the time (not on the screenshot lol) on my Iris Xe integrated GPU. I think the trees my be to blame on that one I am not sure. All the source code is available [o…](https://github.com/BarthPaleologue/AssetScattering)

The video is kind of interesting, I believe.

Now, I’m not a real dev, so don’t count on me to give you the algorythm or the final logic/&method, however… as a creative, there’s a number of things that are clear to me. 1) Applying a texture, even with bump or parallax/parallax occlusion on a terrain will never create the vertical displacement when viewed from the camera (real time camera). 2) At some point, the old school method was to add sprites… next moved to either decals or instances. Or we can now create a geometry using a variety of methods (from vertices or from materials like the fur mat). And then, we have the shaders and the node mats which (at least up to some point) can help do the trick. Up to some point? Either I’m missing something or it is so that we still need to use a ‘mix’ of techniques? Do we?

I suppose it would be great to have @PatrickRyan input at this point. If you have a minute for this? I’m pretty sure this is the kind of thing where you’d like to impress us with your expertise, isnt’it? In any case, I would be eager to read about your analyse of the current state of this in BJS… if you can save a moment to enlight us? 😃

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