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Wampole - Stylized Grass with LOD's

Stylized grass referenced from Ghost of Tshushima's teaching. This ideation stems from this video:
https://youtu.be/Ibe1JBF5i5Y.
My grass is not as procedural or as detailed as in the video, however I wanted to get a better understanding of the gradual step in LOD's and creation of foliage within Unreal Engine 5.
Thank you for your time!

Grass within Unreal Engine 5.

All variations of grass.

All variations of grass.

LOD's of the grass mesh's. The LOD's gradually move towards lesser polygons to better mask the transition and prevent LOD clipping.

LOD's of the grass mesh's. The LOD's gradually move towards lesser polygons to better mask the transition and prevent LOD clipping.

Similar gradual LOD's. This time, using the same number of polygons but a two headed grass. Allows for same number of polygons, but more full, short grass.

Similar gradual LOD's. This time, using the same number of polygons but a two headed grass. Allows for same number of polygons, but more full, short grass.

Unreal Engine 5 mesh LOD view. Yellow Mesh is 3 polygons per grass blade, with Grey grass being 7 polygons per grass blade. Steps from greatest detail to lowest detail is Grey, Red, Green, Blue, then Yellow.

Unreal Engine 5 mesh LOD view. Yellow Mesh is 3 polygons per grass blade, with Grey grass being 7 polygons per grass blade. Steps from greatest detail to lowest detail is Grey, Red, Green, Blue, then Yellow.

Material View in Unreal Engine 5. Showcases the simple grass wind.

Material View in Unreal Engine 5. Showcases the simple grass wind.

Sharp grass normal map, which gives impression that each grass mesh is split down the middle.

Sharp grass normal map, which gives impression that each grass mesh is split down the middle.