Large grass field using ICE and maps Help!

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

Thread Tools Display Modes
  02 February 2013
Large grass field using ICE and maps Help!

Hello This is simple I am sure but I don't know how to do this.

I have tried making large grass fields using stands, hair and polygons but all take to long to render. Is there a way to use ICE to make a large grass field out of images of grass that always face the camera, like a sprite? please help.
  02 February 2013
You need it to be animated? If not, why not going heavy on instancing?
And what rendering engine? The same thing that will make MRay kneel down and beg might be perfectly fine in Arnold.
Come, Join the Cult - Rigging from First Principles
  02 February 2013
Not sure but you could try looking into Zybrand Grass
unofficial Softimage community
  02 February 2013
Hmm, I have read both your posts and they where helpful and I have heard of Zybrand grass but it doesn't seem like it can make large fields since its based off of strands, and second I have had problems installing it.

I am still In the process of learning xsi and as a matter of fact I have the student version, so getting a plugin is not an option for me yet. I am curious about instancing and sprites because in video games they use these techniques to create massive grass fields that render instantly. So i was wondering how to do the similar thing in xsi.

Ohh and this case the grass doesn't need to be animated.

Last edited by GoldStandard3D : 02 February 2013 at 03:55 AM.
  02 February 2013
whats the problem with strands?
Over one hundred polygons
  02 February 2013
Pooby I am sure you have loaded a scene up in XSI with about 3mil strands and then watched the renderer take 5mins to complete. That's about how long it takes my 2.2GHz quad core HP laptop to render a large grass scene without the character and final gather added.

So I was wondering is there a faster way in XSI of doing this? maybe sprites?
  02 February 2013
if your sprites have opacity and you will be using a raytracer, thats trouble... it could work with a rasterizer kind of renderer
  02 February 2013
another thing that comes to mind (wether you go sprites or strands) is to look for ways to optimizing your emission according to camera distance and frustum, that can save you loads of RAM, which is propably your biggest bottleneck.

here is some nice blog post about that:
  02 February 2013
Yes gustavoeb my laptop rendering the grass far off or out of sight is playing a large roll in the render time, but this is also where my knowledge stops. I know how to setup and edit ICE to make strands and such but when the grass is not seen or is out of view(behind a hill) I don't know how to set that up.

I also have been unsuccessful in finding a tutorial on how to make sprites in XSI.
  02 February 2013
Thread automatically closed

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
Thread Closed share thread

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Society of Digital Artists

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump

All times are GMT. The time now is 05:38 PM.

Powered by vBulletin
Copyright ©2000 - 2018, Jelsoft Enterprises Ltd.