I wanted to find a good fast and easy to use gras solution for high poly, low poly, flat huge surfaces or even more complex geometry.
Hedges on the left are just boxes, for the little trees on the right I’ve used simply cones.
thx a lot,
bernhard
I wanted to find a good fast and easy to use gras solution for high poly, low poly, flat huge surfaces or even more complex geometry.
Hedges on the left are just boxes, for the little trees on the right I’ve used simply cones.
thx a lot,
bernhard
nice
so are you going to explain your solution then ?
yes..
yes, it’s just the use of vray displacment and optimizing the displacment map, and the materials for the objects you do need, or better, on the objects you would like to use it.
It’s really nothing special, I set the focus to the displacment map and the materials to find really a good gras solution that will work for different geometry. And I also wanted to see if I don’t need any plugin and what I can reach with the use of vray displacment only.
here a viewport shot:
bernhard
Church
I saw this over at Evermotion awhile back. It is one of my favorites.
I think it looks good but not very realistic, to uniform..
I luike the grass…it looks better than my usual displaced stuff
nice job there, Bernhardo
Love seeing your approach to things.
very nice render - however the horse and the dog i feel detract from the image.
and there is probably too much dof.
Very nice!
Agree about the DOF - and you should probably use a higher rez tree in the foreground.
Fantastic color.
thank you…
Thank you guys for all your replies.
Yes, the tree on the right is a a little bit brutal: lol:
@Tim:
Thx Tim, hope everything is fine in Providence.
By the way, special greetings to Richard and everybody else.
Hmm, yes in this case, the gras solution was more important for me than the architecture building … sorry for that… I really can use this gras in almost every scene file now. Doesn’t really matter if there is a huge plane with about 3 Acre, or if it’s just a simply geometry like a box, or a high poly complex mesh like the horse. It’s fast and easy to use. ![]()
Thank you very much for all your comments,
I really appreciate that,
bernhard
My eye was draw to the hedges straight away, some of the guys here do them the same way and i think they look like what they are, plain boxes with displacement applied. Evermotion have 2 or 3 much better hedge models if you can get hold of them. Grass is good though, and the buildings.
evermotion
Hello !
Yes, I agree I like the evermotion models too.
They are pretty nice, but also pretty heavy in geometry.
Anyway, what ever works best for us ![]()
happy rendering my friends,
bernhard
Was the lighting vray?
looking really great !
i am searching for a solution like that, too but i didn´t get it.
would you mind explaining a little bit more detailed for me how you achieved this result ? (color variation, displacement, …)
is everything procedural in your materials ?
greets,
ingo
ok
Hello and thank you for your interest.
At the moment I am really busy in doing so many 3d jobs, but I will post you a much closer look, on how you can achieve that look, and how you can use it for your scene files.
It’s a pleasure for me in helping you and sharing my way, it’s just one way, and as you can see, not really perfect.
ok, I’ll keep you posted,
bernhard
description
Hello friends !
Here is a short description about doing that gras.
I had to make a wonderwall, or better a gras wall for a lobby today, so I can show you this quick and easy way how to use.
the render:
@geometry:
you can see, very easy geometry, flat surface, just a box.
@material:
just a mix between the textures, you can mix it until you think it’s okay for you. I just wanted to avoid to see some tiling. I make a very roughly uvw test, and set a brutal uvw map, very quick, makes no circumstances. no displacement map used in the material, because I use the map directly on the Vraydisplacement modifier.
no glossy, no reflection, just the mix between the textures.
@vraydisplacement modifier:
here you have the main options, to make it look best for you.
keep in mind, I’ve used 2d mapping, and the resolution and precise can be used to get better results, depends on how fast you would like to have you render too. the map for the displacement is not very special, if you take something else, you can make bigger leafs as example. I could find out that the Amount and shift value is very important. What ever you use, I could see that you get the best result if you always use the half amount in the shift value in the opposite way. So 100 Amount / -50 Shift.
I did a lt of displacement tests, and could find a good way to fix the shift problem many user do have, and I had before. That means, if you do have a origianl geometry, it can happen that after applieng the displacment map, it will pump up your mesh, getting thicker or thinner.
here an example to see what I mean:
I’ve started a thread about that to fix that problem, when I was scultping my first dino last year.
You can read much more about there here:
http://www.zbrushcentral.com/zbc/showthread.php?t=40736&highlight=capu
see the difference using a displacement map on my low poly dino with 5705 polys, both images:
so, mainly I had my problems with the displacment maps, but if you do understand the basics you can use it everywhere you would like to have it.
@maps:
these are the original maps used, not really high res images to lower the use of ram. I am sure you can find some better images on the www, but in my case it works fine for me with the low res images. and what I can remember, I think there was a thread on evermotion where I could download these images.
Also keep in mind that the you work in the right unit setup - sometimes it can happen that your model is really huge, and after applieng the dsiplacement map, you can’t see any effect, because maybe you’ve choosen a wrong unit setup, and a little hedge is maybe 1km long, and 1km high.
I know it’s not 100% perfect and it’s up to you if you would like to use the displacement way or not - just wanted to show my way.
I like it because it’s pretty fast to use on almost every geometry, fast in rendering, you can keep low ply meshes, and you don’t need any plugin.
okay, I hope that helps you a little bit,
thx,
bernhard ![]()
Looking good, and nice explanation…BTW, this is the thread I think these maps came from…
Nice rendering. I like the building model, but the top right tree is sort of low poly looking for this close…Nice concrete pad texture, care to share?
![]()
concrete texture
yes, this is defenetive the thread where I could get the maps as I said above - he made my day… lol:
the concrete texture is here
:
I think it came with 3dsamx, not sure yet.
bernhard
Thanks Bernhard. That thread also helped me for grass a bit, too.
Best regards,
JR
you are welcome
you are weclome voltron7. ![]()
bernhard