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Use a mix shader for your displacement, have one slightly lighter version of your displacement map mixed with a darker one, with a third grassy map in the mix amount. The 2 main ones map at sizes which dont go into each other, like 750x750 and 830x830, and then map the mix bitmap at something much higher like 7500x7500.
edit: Gets you a result something like this, with reasonably natural looking clumping in areas. Ignore the trees, it's an old test.
What did you use in the Diffuse slot? Just a random picture of grass?
Your results look great.
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What did you use in the Diffuse slot? Just a random picture of grass?
Your results look great.
Same setup - 2 textures, one slightly lighter overall, and a mix between them mapped quite large. You'll end up with 4 UVWmaps in the modifier stack overall.
100%indifferent - my precision tends to be on 12, resolution that of my main displacement map, DMC AA around 1/10 and i'm not sure what else contributes to the lack of flicker.
One is for light and dark versions of the diffuse
One is for the mix between the light and dark on the diffuse
One is for the light and dark shades of displacement (the detail maps, that actually gets displaced)
And the last one is for the mix between the two shades of displacement.
It looks great, but i don't really get it.. If you put an UVW map above another one in a stack, doesn't it override the other? or are you using map channels?
If I had grass that looked that good, I wouldn't post it either. He could probably sell it and make some $$. There is a scene floating around the forum that has some really good displacement grass in it. I seem to recall a sheep or something in it...
Yeah, I cant really share it - besides, making it from scratch will mean you then understand it better, so you can recreate it at the drop of a hat and make improvements to it.
Well ok..you can't share it...not sure why if you don't include the maps. How about a node representation then? My God everyone wants to be secretive and try to make a buck on a damn shader. I will figure one out and post the .mat in a few days...geez. I hope we don't put you outta business for making grass public!
You should be happy he provided any information at all.
I don't think he's trying to make a buck -- just trying to retain a competitive advantage -- which he deserves for all the experimentation he had to undergo to reach his result.
If you understand how to use Max and you read his description, you shouldn't need a Node guide. On the other hand, if you don't understand max well enough to follow his clear instructions, then you don't deserve a "free render-ready killer grass" in the first place.
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