View Full Version : GRASS-Procedural or Texturemaps
tagore3d 06-15-2007, 02:33 PM Hi everyone..
Iam working on a short film , in which there is a Baseball stadium. I hav modeled the stadium in real dimensions, and now I hav to textuer it.
Can anyone plz tell me which is the better way to texture the grass and mud -
Either Procedurals are good or Texture maps are good ??? .(as in the movie there are all kinds of mid shots and CU shots, so hav to consider the resolution of the maps).
If texture maps would do the job, what should be the resolution ?
(Software used - 3DS MAX
Medium - television )
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kbotnen
06-16-2007, 06:13 AM
I dont know which one is the best, but I use tiled (bitmap) textures for a similar type of scene. I purchased my gras from ambientlight. Nice resolution and fully tilable :) Or you could equip yourself with a digicam and shoot the textures yourself :)
-K-
bonestructure
06-16-2007, 06:55 PM
My most successful grass wasn't used for as large a scene as you want to do, just a small lawn. But here's how I did mine, and keep in mind this is a high poly way to do it, perhaps not good for animation. But. First I had a 1200 X 1200 grass map. Not bladed grass, but leaf grass, nore like clover. I used that to make a displaced mesh. (I'm working in Max. I dunno if these things apply to other programs) Then I made a composite map using my grass map as the main texture and another dirt and two more grass maps for variety. aside from the main grass map, the other maps were tiled 3X3. I dislike tiling in even numbers for organic textures. Just doesn't look right to me. I also used a small amount (3) of displacement on the composite maps. That worked quite well for me.
On your project, you don't need long bladed grass. You could probably use a blend map with a good mask to get the mud where you want it. I agree with kbotnan on this one, find a good tileable grass map (no major variations in shading as these will repeat and blow the look. You want a nice even color) You don't need long bladed grass since you're in a baseball stadium which will have well manicured grass. So make a bitmap of your tileable grass and apply it for displacement as well. If you have render displacement. If you use Mental Ray to render control your displacement carefully. MR blows displacement all out of proportion for some reason.
Procedural textures are good for some things, but for natural and organic objects nothing beats a bitmap image applied well. And, as you're doing animation here, you might want to try applying the texture as normal maps and burn em in.
Marcel
06-17-2007, 10:47 AM
If you have trouble finding a good grass texture, try my website:
http://www.cgtextures.com/
Do a search for grass, of browse to Nature->Grass
The tiling is up to you :)
tagore3d
06-18-2007, 11:01 AM
Thankyou verymuch for that help .,I'll try those options., and let you know ! verysoon
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