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Really good grass.............thoughts?
show user profile  Dr. Jim
OK,...so I know some of you smoke pot.....oh wait,....nevermind.....

Before I start figuring this out,......wanted to see if any of you guys had a solid technique for creating slightly long grass like seen below.

Notice the length and the turbulent placement......this is not simple straight planar maps..etc..etc....
My first thought would be to look into fur. Prolly the best bet?

BUT I know some of you guys have messed with this stuff before,.....is there some tried and true "best most realistic grass" technique?

Thoughts?


read 1276 times
2/16/2011 4:07:49 PM (last edit: 2/16/2011 4:08:06 PM)
show user profile  Nik Clark
DD has done the best CG grass I've seen on this forum.

This was my puny attempt, using image planes.




read 1270 times
2/16/2011 4:13:08 PM (last edit: 2/16/2011 4:13:08 PM)
show user profile  Dr. Jim
DD huh?
Did he have a tut on that?

Planar stuff looks good,...BUT correct me if im wrong...its on planes yes?
So it really doesnt twist and such in 3D? Not really 3D blades...etc...etc..



read 1260 times
2/16/2011 4:20:42 PM (last edit: 2/16/2011 4:20:42 PM)
show user profile  Nik Clark
Quite right, it's only on planes. I animated the planes, skewing left and right slightly over time.

It wasn't very good.

I'm not sure if DD did a tut, but he showed how he did it in a thread here.





read 1257 times
2/16/2011 4:22:51 PM (last edit: 2/16/2011 4:23:12 PM)
show user profile  dd
get an image with a few blades of grass, make an alpha of the same image and place it on a plane copy or scatter array the plane into a block making sure you rotate the planes around a bit then copy this block of planes over and over on the ground. thats it

http://www.renderpimp.com





read 1256 times
2/16/2011 4:22:57 PM (last edit: 2/16/2011 4:22:57 PM)
show user profile  BishBashRoss
Autograss is good. Though whenever I think of it I always get "Autograss repair, Autograss replace" in my head and that's fucking annoying. Rough with the smooth I guess....





read 1246 times
2/16/2011 4:42:13 PM (last edit: 2/16/2011 4:42:13 PM)
show user profile  LionDebt
lol ross..

I attempted to make grass once, using a pflow system and a various triangles as my grass shape - all with different bend and noise modifiers applied to them. Was pretty poly-count heavy and didn't really work that well but here is the tutorial (not the exact one but its similar) to what I followed
http://www.creativecrash.com/tutorials/creating-grass-land-using-particle-flow-

read 1235 times
2/16/2011 4:58:32 PM (last edit: 2/16/2011 4:58:32 PM)
show user profile  advance-software
never tried it, but maybe a tilled 3D texture would work.
then there's vector displacement maps (when available).
dd's solution is the most efficient.
read 1233 times
2/16/2011 5:03:00 PM (last edit: 2/16/2011 5:04:57 PM)
show user profile  chillywilson
I've used hair and that worked out well,with applied wind on it. real shit on render time though

Edit:
you can follow this if you want
http://www.youtube.com/watch?v=eoq6-JLcmds

read 1205 times
2/16/2011 5:25:12 PM (last edit: 2/16/2011 5:27:29 PM)
show user profile  BishBashRoss
Nice tut here for similar technique to DDs
http://www.peterguthrie.net/blog/2009/03/vray-grass-tutorial-part-1/
http://www.peterguthrie.net/blog/2009/04/vray-grass-tutorial-part-2/

You can use particle flow instead of vray scatter as show here
http://www.evermotion.org/tutorials/show/7954/particleflow-treeproxies






read 1203 times
2/16/2011 5:28:24 PM (last edit: 2/16/2011 5:28:24 PM)
show user profile  Dr. Jim
BBR! U the man.
That Peterguthrie stuff looks JUST like what I need!

thx!
read 1201 times
2/16/2011 5:31:36 PM (last edit: 2/16/2011 5:31:36 PM)
show user profile  Nik Clark
FWIW, these are the maps I used.




-




read 1198 times
2/16/2011 5:33:53 PM (last edit: 2/16/2011 5:33:53 PM)
show user profile  Dr. Jim
Thanks Nik!!!
For some 'filler' stuff that might be perfect!!

Much appreciated!


read 1187 times
2/16/2011 5:46:04 PM (last edit: 2/16/2011 5:46:04 PM)
show user profile  soontekk
I would vote max fur with custom blades, multiple sets
-base set with low detail short grass used to cover the ground
-different sets of grass,leaves,color variation all controlled with splines to allow combing and curling.
This way you should have full control with maps and combing (even collision)
no time to test but it should be cool

http://www.youtube.com/watch?v=RBkZyWtZ250&feature=player_embedded

hairfarm test by rune spaans
i'm sure better can be achieved in the way i described

melting ur brainz!
/ FOS4 / FO2 / Blurb / Twitter / Facebook / Vimeo /


read 1129 times
2/17/2011 1:34:41 AM (last edit: 2/17/2011 1:45:52 AM)
show user profile  Dub.
Vray scatter.


read 1124 times
2/17/2011 1:45:47 AM (last edit: 2/17/2011 1:45:47 AM)
 
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