@Tristan: I studied computergrafics for 5 years. I'm making 3D art now since about half a year fulltime, but I had some experience before that. Its hard to focus on one thing, it took me half a year to understand most of the vegetation creation pipelines. For speeding up your workflow maybe spend a bit time with the megascans library. Making 3D vegetation starts from going outside for photoscanns to profiling your assets. Start with one thing and master this. @Maxime: The difference between my technique and Z-passing on distant objects is quiet the same. (- the higher vertex count) I would start using this at about 10-15m+. In this inner radius you are using (mostly high) cascaded shadows, the less the shader complexety in this areas, the less the shader instructions. When I started this project, the polycount was a bit to high. Now I found the best balance between a "lowpoly" mesh and the less possible overdraw. The conclusion of this technique is easily using a slightly higher vertex count on the mesh for reducing the quad overdraw and shader complexity. In matters visual quality a "high poly" plant will allways look better than a blade of grass on a plane.
Is this not like gear VR or anything else
Zacharias Reinhardt shared a video of an animation he created in Blender animation as a test for a potential online video course on Blender 2.8.
The artist wants to set up a course that will help beginning artists get started with animation and Blender in general. The course would tell you about modeling, building assets, shading, setting up procedural animations, dealing with characters, and more.
Zacharias is now on another version of the scene which could be broken down in the course. The thing here is that you can learn how to generate nice-looking scenes without hardcore advanced skills.
Please let the artist know if you are interested in joining the party. Don’t forget to discuss the whole thing in the comments below.