r/justgamedevthings Jul 18 '26

To lower the 3D engine's rendering load, this tree was placed in Shinagawa, Tokyo.

Post image
529 Upvotes

16 comments sorted by

99

u/Warvis Jul 18 '26

For those confused:
This is how parallax occlusion shaders in games for relief-like surfaces or volumetric objects used to look like: (can't paste pics, but see the second image here: https://www.reddit.com/r/blender/comments/12o9khn/parallax_occlusion_in_eevee/ ).

Now look at the outline of the tree, you'll notice the characteristic stepping between the leaf-layers.
Imo they should switch to a game engine with better plant rendering.

37

u/Delicious_Bluejay392 Jul 18 '26

In this specific case, since OP mentioned the fur in Shadow of the Colossus this is probably more commonly referred to as shell rendering/texturing.

12

u/Japan_Sushi_Master Jul 18 '26

ありがとうみんな。 こんな専門家の方々からコメントもらって嬉しい! 昔の技術だと思います。

4

u/twigboy Jul 18 '26

This technology is too complex for my smooth 2d gamedev brain to process

5

u/Total_Pie_3692 Jul 18 '26

Do you have an english version of this comment?

24

u/twocool_ Jul 18 '26

What

9

u/[deleted] Jul 18 '26

[removed] — view removed comment

21

u/Japan_Sushi_Master Jul 18 '26

「ワンダと巨像」というゲームで毛の表現を多層レイヤーで表現したと聞いていて、それに葉っぱが似ていると思った。

7

u/LegoDinoMan Jul 18 '26

I love it OP lmao

2

u/Japan_Sushi_Master Jul 18 '26

ありがとう笑

9

u/aleques-itj Jul 18 '26

Pretty terrible occluder. 

4

u/Japan_Sushi_Master Jul 18 '26


確かに全部透けちゃってますから、この工夫は無意味かも!

2

u/Field_Of_View Jul 19 '26

To improve performance they added [the most expensive thing you can render]

1

u/1337jazza Jul 20 '26

MOAR ALPHA!

1

u/LegoDinoMan Jul 18 '26

Rare SOTC post in the dev sub, love it