Hi I'm developing a projet for a garden and i need a realistic grass... but I dont know to get it. I have try a grass texture with a points displacement but the result its not very realistic. If i put a gras obj and scattering it i think that the performance fall a lot of... I can made grass in zbrus with vector displacemente and the use it or octane doesnt support it? (not normal displacemente maps)
http://docs.pixologic.com/user-guide/3d ... ment-maps/
How do you make realistic grass?
Need help with grass
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This is the grass that I get with displacement now and I want something more realistic...
Thanks in advance.
Thanks in advance.
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Have you tried http://render.otoy.com/forum/viewtopic.php?f=21&t=40508? In the long term I plan to add the ability to generate hair stands for grass (similar to scattering an OBJ), but in the meantime adding a little height variation to the displacement map is probably your best option.
Paul
Paul
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You can try combination of displacement like you have now with grass obj scattered...
But then not have scattered the ob all over but just in front where displacement seems not sufficient for the eye.
PhantomScatter has a scattertool (it is on a thread on the forum) that scatters full density from camera viewpoint to fade by less scattering for more distance from camera to minimize influence on performance.
But then not have scattered the ob all over but just in front where displacement seems not sufficient for the eye.
PhantomScatter has a scattertool (it is on a thread on the forum) that scatters full density from camera viewpoint to fade by less scattering for more distance from camera to minimize influence on performance.
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The problem with displacement only for grass is that it is to perfect and only vertically oriented
I am thinking of something (have not tried it yet) that might help to create better grass with only displacement:
... add another surface with grassimage with lots of variety in color and curves in the grass,
... Make sure this surface is half way the heigth of displacement or play with it in a way the new variety is seen through the displacement and you can play with opacity ot that image.
Maybe this will work?
Off the record not to hike this thread
I am thinking of something (have not tried it yet) that might help to create better grass with only displacement:
... add another surface with grassimage with lots of variety in color and curves in the grass,
... Make sure this surface is half way the heigth of displacement or play with it in a way the new variety is seen through the displacement and you can play with opacity ot that image.
Maybe this will work?
Off the record not to hike this thread

That sounds very interesting....can you explain a little more how that will work or maybe show an example?face_off wrote:... In the long term I plan to add the ability to generate hair stands for grass (similar to scattering an OBJ)...
Paul
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I'm thinking a fur shader, which generates Octane fur strands on a surface. Then you could use it for the grass plane. But it will be quite some time before it is implemented.That sounds very interesting....can you explain a little more how that will work or maybe show an example?
Paul
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Paul you are my idol!!!face_off wrote:I'm thinking a fur shader, which generates Octane fur strands on a surface. Then you could use it for the grass plane. But it will be quite some time before it is implemented.That sounds very interesting....can you explain a little more how that will work or maybe show an example?
Paul
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From another thread and by Roubal:"By the way, I tried recently to fake grass using displacement. It is not bad if not seen in close up, but Displacement requires much more memory than instanced geometry !"
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