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Chapter 16. Vegetation Procedural Animation and Shading in Crysis — Tiago Sousa

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CryENGINE 2 vegetation: GPU procedural wind + hybrid shading.

Animation

Main bending: wind xy displaces by height, rescale to spherical limit. Detail bending: SmoothTriangleWave approximations of sine; vertex color R=edge stiffness, G=per-leaf phase, B=leaf stiffness, A=prebaked AO. Wind sources like lights (dir/omni, attenuation); stiffness dampens.

Shading

Trunk Lambert+Phong. Foliage double-sided; SSS approx per-vertex (−N·L)×(E·L)×subsurface map. Hemisphere ambient + vertex AO. Alpha-test edge smoothing via deferred depth post (rotated bilinear). Grass often fully per-vertex for fill rate.

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