fast and simple. easy to control through procedurals. i'm trying to create sort of an universal grass solution with vray fur that will work in many scenarios. please tell me what you think and i'll try to improve from there.
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It's looking very good. Perhaps the individual blades need to be rotated a little more randomly perhaps?
To me it looks like someone has swept the grass with a broom because the blades "flow" in the same direction.Maya 2020/2022
Win 10x64
Vray 5
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Originally posted by piotrus3333 View Postfast and simple. easy to control through procedurals. i'm trying to create sort of an universal grass solution with vray fur that will work in many scenarios. please tell me what you think and i'll try to improve from there.This is a signature.
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I'm back in the realm of neat lawn. something more common in archviz.
I worked a bit more on reflections as well. this one has only plain color for diffuse.
composite maps (direction, length) surely don't help with rendertimes but those are in fact better than I expected.
and its easy to use layers as presets - on/off - to get predefined look without messing with fur settings.
what I'm still working on is fur in clumps like this:
those are distributed with bercon tiles so way too regular for grass.Marcin Piotrowski
youtube
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nothing interesting there:
I'm going for fast&simple so nothing that depends on geometry.
although clumps would be easier to map on per polygon basis.
I need a way to put initial direction map into cells of something like cellular map. so think bercon tiles but totally random.
next thing is maybe mixing 2 or 3 bercon tiles maps or some normal maps tools.Marcin Piotrowski
youtube
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50/50 mix of color from the last version and bitmap from begining (I will keep that diffuse constant for now for easier comparison). something procedural would be nice for final version to control for example amount of dead dry grass blades.
this version is without lvl of detail. that and cylindrical normals on strands don't mix well in distance.
Marcin Piotrowski
youtube
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