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Another way of making grass


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Ugly ..... a 3000 pix wide image took 27 hrs. There is a building and some 3d proxy trees around as well, + 6 render elements. Something that should have taken an hour or 2. I am just starting to experiment with particle distribution, so I am going to do some test later to see were I cut time, and also blend with maps and vray displace.

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By the sound of things, you're basically doing the same thing that forest pack does. The problem with Vray and forest is that Vray doesn't like lots of opacity mapped objects, so in some situations you're better off just using actual geometry.

 

Your result does look very good though.

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I have used Particle Systems alot. Your solution came out nicely. Perhaps turning off GI for "grass" would help the rendering times?

 

 

Do I just select my particle object and uncheck receive GI in vray properties?

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You might also consider playing around with the Advanced Painter script.(you should be able to seach for it). It is very useful because you can strategically "paint" geometry onto any surface you need it on.

 

I have used Particle Systems, Displacement, Scatter, Forest Pro, Advanced Painter all in the pursuit of geometric grass.

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Do I just select my particle object and uncheck receive GI in vray properties?

 

No, untick 'generate GI'. This way the grass will receive secondary lighting (wont have a 'dark side' but wont redistribute the GI.

I would also recommend you do this with all displaced elements by the way.

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No, untick 'generate GI'. This way the grass will receive secondary lighting (wont have a 'dark side' but wont redistribute the GI.

I would also recommend you do this with all displaced elements by the way.

 

 

thx 4 the tip.

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Here is a shot created using Advanced Painter and rendered with V-Ray.

 

The grass consists of 3752 grass "plug" proxies.

 

I started by using Advanced Painters' Grass tool to paint a small "plug" of grass. I collapsed the plug down to an Editable Poly, assigned it a material, and then converted it to a proxy.

 

Using Advanced Painters' Scatter tool, I was able to "paint" instances of my grass plug onto a selected surface. The Scatter tool allows me to vary the scale and orientation of each new instance it creates. Setting the display to box or point also keeps my video card from locking up.

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how big is the plug? How many strands of grass / plug? What was the render time?

 

The individual plug is shown in the bottom image next to a low-poly car for scale.

 

Each plug has about 250 individual strands.

 

This image took 56 minutes to render on a 64x dual core machine with 2GB RAM.

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I don't remember or not with the advanced painter, but can you tell it the number of sides on the strands of grass? It seems like the "cylindrical" shape of the strands will kill you, which 56 minutes would attest to. (depending on what resolution you rendered)

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I don't remember or not with the advanced painter, but can you tell it the number of sides on the strands of grass? It seems like the "cylindrical" shape of the strands will kill you, which 56 minutes would attest to. (depending on what resolution you rendered)

 

You can control all aspects of the individual strand within the AP Grass Parameters rollout.

 

I made my grass fairly robust as well. More testing is warranted...

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