# bevy_feronia
[](https://github.com/NicoZweifel/bevy_feronia?tab=readme-ov-file#licensecreditsinspirationsreferences)
[](https://crates.io/crates/bevy_feronia)
[](https://crates.io/crates/bevy_feronia)
[](https://docs.rs/bevy_feronia/)
[](https://github.com/NicoZweifel/bevy_feronia/actions)
Environment scattering tools and shaders/materials that prioritize visual fidelity/artistic freedom, a declarative API and modularity.
## Who is this for?
In the current stage this is mostly for tinkerers and learners within the [bevy](https://github.com/bevyengine/bevy) ecosystem, but I am planning to use this for actual game dev myself eventually.
> [!CAUTION]
> This package is in early development and in an experimentation stage.
> I wouldn't personally use this in production quite yet, but it's getting closer to that state incrementally.
<img width="100%" alt="Screenshot 2025-11-28 144933" src="https://github.com/user-attachments/assets/bf0ac5b4-affc-4360-8b3e-7492b5c07257" />
## Getting started
```shell
cargo add bevy_feronia
```
The possible use-cases are demonstrated in the [examples](/examples/EXAMPLES.md)
### Setup
The setup depends on the use-case, but a typical setup would look like something like this:
```rust
app.add_plugins((
MeshMaterialAssetBackendPlugin,
// Or
SceneAssetBackendPlugin,
// ...
ExtendedWindAffectedScatterPlugin
));
```
The Scatter system needs to know when it can set up since it can depend on height mapping. You need to insert the setup state at some point.
> [!NOTE]
> In complex setups that load assets and bake a height map, this can be after the `Startup`.
```rust
app.insert_state(ScatterState::Setup)
```
Or
```rust
ns_height_map.set(HeightMapState::Setup);
ns_scatter.set(ScatterState::Setup);
```
### Defining layers
A `ScatterItem`'s `LOD`s are grouped by `Name`. If the names end in `LOD_1` or `lod1` etc., the LOD suffix will be stripped from the name to match it to the other lods of the asset.
> [!CAUTION]
> When defining multiple `ScatterItems` per `ScatterLayer` without names, a different asset will render when `LODs` are changing, leading to visual bugs.
```rust
// Landscape
cmd.spawn((
MeshMaterial3d(materials.add(StandardMaterial {
base_color: GRAY_500.into(),
..default()
})),
Mesh3d(meshes.add(PlaneMeshBuilder::from_length(80.).build())),
ScatterRoot::default(),
// Scatter layers
children![(
// Make sure you use the correct `ScatterLayer` with the desired `ScatterLayerType`, e.g.,
// Standard, Extended or Instanced Material/Layer.
extension::scatter_layer("Wind Affected Layer"),
// Scatter Options
DistributionDensity(50.),
InstanceJitter::default(),
// You can define material options on the full layer here
WindAffected,
children![
(
// Or overwrite on the item, e.g.,
// WindAffected,
//
// CAUTION: If you have multiple assets, all lods that belong to each other need to have the same name!
//
// You can have multiple assets in each layer; as long as all LODs have the same name, they will be matched correctly.
Name::new("Wind Affected Example Item"),
MeshMaterial3d(materials.add(StandardMaterial::default())),
Mesh3d(mesh.clone()),
),
(
Name::new("Wind Affected Example Item"),
// We need to specify the LOD Level if it is not 0 (Highest level)
LevelOfDetail(1),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: RED_500.into(),
..default()
})),
Mesh3d(mesh.clone()),
),
]
)]
));
```
### Scattering
Now you can start scattering! π± π πΏ π π³ π² π΄ πΊ
```rust
cmd.trigger(Scatter::<ExtendedWindAffectedMaterial>::new(*root));
```
> [!NOTE]
> `ScatterLayers` and their `ScatterItems` of the same `ScatterType` are always scattered in order, but layers of different `ScatterTypes` can be scattered at the same time.
#### Ordered Scattering
In complex scenes it is often required to scatter a complete hierarchy in order (rocks β trees/foliage β grass).
> [!TIP]
> If an ordered scatter is still required, and you can't or don't want to scatter in parallel, observers need to be used to chain the scattering of `ScatterTypes` in order.
```rust
fn scatter_on_keypress(
mut cmd: Commands,
keyboard_input: Res<ButtonInput<KeyCode>>,
root: Single<Entity, With<ScatterRoot>>
) {
if !keyboard_input.just_pressed(KeyCode::Space) {
return;
};
// Scatter the rocks.
cmd.trigger(Scatter::<StandardMaterial>::new(*root));
}
fn scatter_extended(
_: On<ScatterFinished<StandardMaterial>>,
mut cmd: Commands,
root: Single<Entity, With<ScatterRoot>>,
) {
// Scatter the foliage after the rocks.
cmd.trigger(Scatter::<ExtendedWindAffectedMaterial>::new(*root));
}
fn scatter_instanced(
_: On<ScatterFinished<ExtendedWindAffectedMaterial>>,
mut cmd: Commands,
root: Single<Entity, With<ScatterRoot>>,
) {
// Scatter the grass last so it doesn't grow on occupied areas.
cmd.trigger(Scatter::<InstancedWindAffectedMaterial>::new(*root));
}
```
## Compatibility
There are very experimental releases before 0.5.0, but I wouldn't use them.
| 0.18 | 0.8 |
| 0.17 | 0.7 |
## License/Credits/Inspirations/References
The code is dual-licensed:
* MIT License ([LICENSE-MIT](LICENSE-MIT) or [http://opensource.org/licenses/MIT](http://opensource.org/licenses/MIT))
* Apache License, Version 2.0 ([LICENSE-APACHE](LICENSE-APACHE) or [http://www.apache.org/licenses/LICENSE-2.0](http://www.apache.org/licenses/LICENSE-2.0))
Feel free to copy the grass assets. All the other assets used in the examples are licensed assets.
> [!IMPORTANT]
> If you intend to use them, make sure you comply with the license.
- [Graswald](https://gscatter.com/gallery) for their amazing assets and [`GScatter`](https://gscatter.com/gscatter), which served as inspiration for the scatter tools.
- Sucker Punch Productions for their Procedural Grass and Wind simulation in 'Ghost of Tsushima'
and [GDC Talks](https://www.youtube.com/watch?v=Ibe1JBF5i5Y).
- [bevy_procedural_grass](https://github.com/jadedbay/bevy_procedural_grass) by jadedbay
- [warbler_grass](https://github.com/EmiOnGit/warbler_grass) by EmiOnGit
- [GDC 2011 "Approximating Translucency"](https://www.gdcvault.com/play/1014538/Approximating-Translucency-for-a-Fast)
- [BlinnβPhong reflection model](https://en.wikipedia.org/wiki/Blinn%E2%80%93Phong_reflection_model)
- [All the other assets](/assets/LICENSE)
## Alternatives
- If you want a lower level scattering API, just for scattering and sampling there is also [`bevy_map_scatter`](https://github.com/morgenthum/map_scatter),
which I might use eventually as well but for now I want this crate to achieve a vision.
## Roadmap
A bunch of issues are already open, but some of the larger milestones could be:
- Allow physics-based and other entities to impact the displacement/wind.
- Make use of compute shaders (Allow scattering on CPU and GPU, improve culling).
- Allow for multiple `ScatterRoots` when baking height maps (otherwise it should work... probably but it isn't tested yet)