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Grass texture question....
show user profile  Dr. Jim
OK,'s the dealio..:

Lets say you want a nice grass texture (seamless, tilable)...and you are going to map that over a large area, maybe .5 mile by .5 mile. And you are gonna start out close on it, standing distance from it,........but then are gonna zoom waaaayyyy out from it like to 400 feet in the air.

What type of texture to use?....I mean grass needs variance,...and ANY tileable seemless texture seems to need to be tiled to a high value to look proper scale when looking at from 6 feet up,...but then at 400ft it is obviously tiled!...

Thoughts here?


And geometry solutions are not an option,.....jeesh...
read 591 times
3/26/2009 11:25:25 AM (last edit: 3/26/2009 11:33:43 AM)
show user profile  K-tonne
use a varient of this- should work

Website and Portfolio

read 581 times
3/26/2009 11:43:46 AM (last edit: 3/26/2009 11:43:46 AM)
show user profile  Dr. Jim

might work....will start messing with it while waiting for awesome, easy, simple fix to be posted...
read 576 times
3/26/2009 11:46:33 AM (last edit: 3/26/2009 11:46:33 AM)
show user profile  Amish bob
This should be just what you need:

read 555 times
3/26/2009 12:55:29 PM (last edit: 3/26/2009 12:55:29 PM)
show user profile  Dr. Jim
Amish bob is a winner!

THAT seems like just the ticket!


read 548 times
3/26/2009 1:07:32 PM (last edit: 3/26/2009 1:07:32 PM)
show user profile  Cloak
here's a good mental ray option (haven't tried it but the vid looks nice and he posts details of the setup) - uses displacement.

there's an example file at the bottom.

read 536 times
3/26/2009 1:33:03 PM (last edit: 3/26/2009 1:34:14 PM)
show user profile  del3d
I'm really digging neil blevin's method. So simple yet I never thought of using noise maps to blend textures. Cool.
read 530 times
3/26/2009 1:42:46 PM (last edit: 3/26/2009 1:42:46 PM)
show user profile  Poopsmith
I know in crysis they have a map that is very large(3d wise not pixels) and kind of looks like a render clouds or something with lots of color, then they overlay that over the entire grass so each one has a little different hue/brightness to it. Not sure how to do that in max though.

edit* found one, hopefully they don't mind me posting it as an example only.
3d 2d digital artist special effects poopsmith

read 520 times
3/26/2009 2:00:38 PM (last edit: 3/26/2009 2:00:38 PM)
show user profile  horizon
Mix map with a 50% grey mask should do it. But it should be blurred inside max as it'll get obviously pixelated if stretched
Nice idea though, you can put that on top of that neil blevins method

read 494 times
3/26/2009 4:44:37 PM (last edit: 3/26/2009 4:45:22 PM)
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