thanks alot man!
even with a circular grass patch (with offset), u will end up with alot of interpenetrated blades.
ideally one would choose a big surface and paint it with a huge pfx brush (one stroke) and ajdjust the blade scale, but thats not possible (unlike onyx grass generation) because the pfx mesh options has triangle limit option.
so the best solution so far is to generate the biggest patch u can in pfx and duplicate it but this method has its own limitation, since a big brush cant follow a curved surface.
mia_material for realistic leaves
Nice!
I wonder if the grass will look as good/realistic as that when viewing it from afar.
Wow looking really good royterr!
I was trying to do some tests with grass in vray recently and was somewhat happy with the results. But what your achieving is really really nice. Makes me wish I spent a little bit more time in mental ray.
i totaly agree, i still dont get why the midground and teh background always look less convincing the the foreground.
how did you create your grass in vray, is it convincing?
looking good roytter!! how did you do that grass? was it paint effects with mia material for the shader?
Roytter,
how did you render this perfect grass? MR / Vray (polys) or Maya SW / RfM (pfx)?
thanks in advance
mike
Roytter, did you try to render some animation?
I have strong flickering in translucency pass and i can`t figure out the reason why its happen.
you have to increase your gloss/reflec samples + FG rays/interpolation and you should be fine.
can you post an animation to see the problem?
Nice work royterr, can I ask how do you hook up the fractal to get the color-variation, to the color-gain or?
Aah, I like this. Like, a lot. :applause:
royterr, I wonder have you tried rendering the grass with the camera looking simply downwards?
Got a question for ya guys, I tried this nifty approach at work in max and I felt pretty happy with the results. But, I don’t seem to be able to recreate the same thing in maya?
Mapping the translucency-weight, check, problem being of course that when the weight
gets lower then 1 then your leafs start to get well transparent. The solution is to hook up a mib_two_sided to the transparency with a bitmap connected to the back-slot, and that should take care of the transparency-problem. Works fine in max but apparently not in maya, any takers?
It should be possible to actually map the translucency-weight no?
http://3dsmaxrendering.blogspot.com/2008/06/translucent-leaves.html
Mapping the translucency-weight, check, problem being of course that when the weight
gets lower then 1 then your leafs start to get well transparent. The solution is to hook up a mib_two_sided to the transparency with a bitmap connected to the back-slot, and that should take care of the transparency-problem. Works fine in max but apparently not in maya, any takers?
Use a multiply/divide node and multiply your translucency by 4. The transparency of your grass or leaf mia_x should be no greater than .25.

