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  • mowed grass lines?

    I want to make this grass to have that freshly mowed look to it that you see with the lines in it. kind of like in the image link i provided. would just a gradient ramp in the diffuse channel work,

    http://riversaredamp.files.wordpress...owed-grass.jpg



    www.billa1.com

  • #2
    YES!, I just figured it out. Just in case anybody ever wonders, I thought I would tell you guys.
    I took my bump/displacement map in PS and made some rectangle shapes on it and filled it in black and then just lowered the opacity on it. Worked like a charm


    www.billa1.com

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    • #3
      grass

      Groovy. I would love to see how it improves your scene.
      Bobby Parker
      www.bobby-parker.com
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      • #4
        Thanks Bobby, will post it up when its done
        www.billa1.com

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        • #5
          well it didnt come out like i was hoping, it looks to tiled, any suggestions or thoughts

          www.billa1.com

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          • #6
            I did it with 2 objects and using 2 different diffuse maps, one slightly lighter than the other. It was on a piece about the same size too, just copied some splines around evenly spaced as a guide then sliced it within the edit poly.

            edit: I also lowered my displacement length slightly on the lighter one to get the light to play a little differently with it.

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            • #7
              ok thanks Cubicle
              www.billa1.com

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              • #8
                Just realised - you wouldnt need to split it into 2 materials/objects if you didnt mind it getting a bit messy. Throw a mix material in your diffuse for the light/dark versions of your texture, with a single black and white line in the mix amount, then change the mapping channel of the mask and use another UVmap to adjust it seperatly. You can also do a similar thing for your displacement map, using a slightly lighter version in one channel so it efffectivly isnt as long, and throwing the mask onto the same mapping channel as the other one.

                I'll be doing it that way from now on, haha.

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                • #9
                  yeah you lost me on that one, dont by chance have a file i could look at do you? Thanks for all your help
                  www.billa1.com

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                  • #10
                    I dont - ive not done it like that yet myself, I only just realised it was possible.

                    In your bitmaps in the material editor, you can change their UV channel and then put a second UVW map onto your object. If you change which UV channel it adjusts, you can have 2 different bitmaps on the same object mapped differently. Then it's just using a series of masks with that technique as if you had broken it up into 2 materials, so you can keep the original mapping of the grass/displacement.

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                    • #11
                      Thanks Cubicle
                      www.billa1.com

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                      • #12
                        I think your grass in the 1st image looks more correct. You wont really get those repeating lines unless you're making a rugby or soccer field which in real live they achive by cutting the grass at different lengths
                        Kind Regards,
                        Morne

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                        • #13
                          Ok thanks DVP, I think your right and I'm just gonna stick with the original grass
                          www.billa1.com

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                          • #14
                            I suppose the real reason grass looks mowed with lines is because of the way it is bent and reflects. One way to achieve this effect is to add a reflection map that alternates in dark/light stripes.
                            LunarStudio Architectural Renderings
                            HDRSource HDR & sIBL Libraries
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                            • #15
                              Why dont you use a good grass map that has the lines?
                              Natty
                              http://www.rendertime.co.uk

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