Ability to not only have better rendering grass but the ability to be precise with the placement. I’m certain you guys at Chaos/ Enscape - Having looked at how Twinmotion affords its users high rendering grass placement - can concoct a method to afford Enscape users’ similar quality with less effort.
Submitted on AHA Ideas by PLANNING SYSTEMS (ENSCAPE-I-1421).
Let the Twin Motion grass be the bar Enscape uses for its Grass rendering quality and ease of grass placement - to allow for the overflowing grass; boardered grass etc
3D Grass Modeling: Implement a system that generates 3D grass, allowing the vegetation to have volume and react to light, creating a more realistic effect.
Variety of Grass and Fur Types: Include a diverse library of grass and fur types, with different heights, textures, and colors, allowing for greater customization.
High-Quality Rendering:
Advanced Shaders: Create shaders that better simulate light interaction with grass and fur, with more realistic reflections and refractions.
Dynamic Shading: Implement shading based on a more advanced lighting system that considers the density and height of the vegetation.
Geometric Complexity:
Vegetation Distribution System: Allow the application of grass and fur on complex geometries, with a distribution system based on surface normals, so that the vegetation better adapts to the terrain.
Real-Time Adjustments: Offer real-time control over the density and height of the vegetation, enabling dynamic adjustments during visualization.
Motion Simulation:
Wind Effect: Add a simulation system that allows grass and fur to move with the wind, increasing the sense of realism in scenes.
Interactivity with Objects: Implement a system where vegetation reacts to objects and characters, such as movement and collision.
Integration with 3D Models:
Geometry Importation: Improve compatibility with 3D modeling formats so that grass and fur can be easily applied to complex models without loss of quality.
LOD (Level of Detail) System: Implement a LOD system for vegetation, allowing the quality of grass and fur to be optimized based on camera distance.
Thanks! this 4.14 update has some good improvements for the grass. Will WE be able to have taller grass (more than 100% height) in the future? Why not a real measurement like centimeters or meters? Amplifying variation would also be good… Thanks once again!
With a number of vegetations you have the option to adjust this in terms of season. I indeed miss this with grass. But also the hedges. I use those two in almost every model. it’s all too clean and homogeneous. Some scuffs in the grass or moss would make it a lot more realistic. the hedges are also bright green, even in winter. That’s fake.
I must say that they are quite nicely detailed, but they need more variation.
The feature is on the roadmap for this year right now. But not with a very high priority, so it could be re-scheduled in case other things pop up or if there will be delays.
Title: Advanced “Fur Material” for Realistic Grass, Carpets, Fabrics, and Hair Effects
Description:
Enscape could greatly benefit from the introduction of a Fur Material System, similar to what exists in Lumion and V-Ray. This would allow users to create highly realistic grass, rugs, fabrics, and soft surfaces directly within Enscape’s real-time rendering environment — without relying on external displacement or geometry-based solutions that slow down performance.
Technical Overview:
Core Concept:
The “Fur” material simulates fine surface fibers by generating camera-facing micro-strands (billboards or procedural hair geometry) distributed across the surface of a mesh. Each strand reacts dynamically to lighting, shadows, and wind simulation.
Key Parameters:
To ensure control and optimization, the system could include adjustable sliders and texture slots such as:
Density: Number of fur strands per unit area.
Length: Base and variation control for strand height.
Thickness: Diameter of each strand (helps control softness or coarseness).
Color / Texture Map: Defines fur color using albedo or custom maps.
Normal / Roughness Map: To simulate surface reflection at the strand level.
Gravity: Defines direction and bend of strands.
Wind Influence: Connects with existing Enscape wind system for motion.
Specular Intensity: Controls glossiness and light scattering for realism.
Shadow Detail: Enables accurate shading and self-shadowing.
LOD System: Automatically reduces strand density with distance for performance.
Implementation Approach:
The fur system could be integrated as a new material type or extension of “Grass” material, offering more flexibility:
Material Type Option: Add “Fur” as a selectable category beside “Grass” and “Clearcoat.”
Procedural Rendering: Generate fur dynamically at render time using GPU instancing or geometry shaders.
Performance Optimization: Use screen-space density reduction and normal blending for distant surfaces.
Compatibility: Support for texture-based masks to limit fur areas (ideal for rugs or partial coverage).
Physics Integration: Optional tie-in with wind parameters already used by vegetation assets.
Use Cases:
Carpets and Rugs → Realistic fibers reacting to light.
Fabrics and Upholstery → Velvet or soft furniture materials.
Animals / Characters → Short fur or hair simulation.
Nature Elements → Grass patches, moss, or organic surfaces.
Benefits:
Enhanced realism in interior and landscape renders.
Maintains Enscape’s real-time performance and simplicity.
Eliminates dependency on complex geometry-based solutions.
Bridges the gap between real-time and offline render quality.
Offers greater creative control for designers, architects, and visualization artists.
Final Note:
This feature would bring Enscape closer to the realism achieved in Lumion, Unreal Engine, and V-Ray, while preserving its ease of use and fast workflow. A lightweight, procedural “Fur Material System” would significantly elevate Enscape’s material realism, particularly for interior designers and landscape architects.