I am working with one of my artists on trees and bushes. I came across a couple of things that makes real-time foliage look a little better. It's not exactly stuff you normally consider, so thought I would share.
I am using Red Orchestra as a guide. My goal is not to make the highest quality plants possible, but rather to get a good mix of quality and speed, so that I can render a large area covered in fairly dense foliage.
Due to z-ordering issues, I am only using texture masks, not texture alpha. All branch pieces have backface culling disabled.
Here is my first attempt. As you can see, it is very horrible and ugly:

The lighting made it really obvious the bush was made of planes, so I made the material full-bright, figuring I can just lighten-darken the bush per mesh. The planes facing to the side from the camera view are still very apparent, mostly due to the mipmapping:

Next, I turned off mipmapping. It gives a more grainy look, but the bush now appears as a round mess of leaves:

I am not happy with the intensity of the mipmap blurring on the terrain, but can't do anything about that. Using my texture shader lib (available somewhere on here) I added a "sway" shader to make the bush texture slowly move around in a sinus circle. The result is moving, real-time brush that can be created at a high density.
I am using Red Orchestra as a guide. My goal is not to make the highest quality plants possible, but rather to get a good mix of quality and speed, so that I can render a large area covered in fairly dense foliage.
Due to z-ordering issues, I am only using texture masks, not texture alpha. All branch pieces have backface culling disabled.
Here is my first attempt. As you can see, it is very horrible and ugly:

The lighting made it really obvious the bush was made of planes, so I made the material full-bright, figuring I can just lighten-darken the bush per mesh. The planes facing to the side from the camera view are still very apparent, mostly due to the mipmapping:

Next, I turned off mipmapping. It gives a more grainy look, but the bush now appears as a round mess of leaves:

I am not happy with the intensity of the mipmap blurring on the terrain, but can't do anything about that. Using my texture shader lib (available somewhere on here) I added a "sway" shader to make the bush texture slowly move around in a sinus circle. The result is moving, real-time brush that can be created at a high density.
