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 Post subject: Zybrand Grass 3
PostPosted: 29 Aug 2012, 23:48 
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Joined: 19 Jul 2010, 09:04
Posts: 42
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Hey guys, so I see its been almost a year since the last one, wow time flies. Here is the new version of my grass compound, or compounds I want to share with you :). I split it up into a main compound and separate compounds to control colour, delete by volume, and animation.

Features and fixes
- Main UI simplified.
- Points get deleted if strand length = 0.
- Height map has a contrast function so in some cases you can use that instead of having to repaint the map weights.
- The way the strands are bent has been rebuilt, the previous method had twisting problems on curved surfaces.
- Colour compound has been fixed so that it displays the texture map in the viewport, before you could only see it at render time.
- Added a delete volume compound that deletes strands inside or outside a chosen object. It deletes the whole strand if any part intersects with the volume.
- Added animated wind wind compound that uses turbulence, and you can choose any direction between 0-360.

Attachment:
Zybrand_Grass_3.rar [35.96 KiB]
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If you need more info on how to use it checkout the old post here
I'll also post a video on the workflow later in the week.
There might be bugs so let me know if anything is broken.

Enjoy :D


Last edited by Zybrand on 13 Oct 2012, 09:26, edited 1 time in total.

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 Post subject: Re: Zybrand Grass 3
PostPosted: 30 Aug 2012, 01:23 
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Joined: 25 Nov 2010, 19:23
Posts: 822
Location: Canada
Awesome!!! Thanks! Will have to try this right away.


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 Post subject: Re: Zybrand Grass 3
PostPosted: 30 Aug 2012, 07:46 
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Joined: 19 Aug 2010, 22:47
Posts: 111
gr8


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 Post subject: Re: Zybrand Grass 3
PostPosted: 30 Aug 2012, 09:35 
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Joined: 25 May 2012, 16:35
Posts: 67
Location: R&M
Thank you very much ! :)

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 Post subject: Re: Zybrand Grass 3
PostPosted: 30 Aug 2012, 10:55 
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Joined: 09 Jun 2009, 14:09
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Location: London
I need this right now! Thanks a lot.

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 Post subject: Re: Zybrand Grass 3
PostPosted: 30 Aug 2012, 23:43 
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SamHowell wrote:
I need this right now! Thanks a lot.


Hey Sam, glad I could help. Would like to see what you use it for :)


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 Post subject: Re: Zybrand Grass 3
PostPosted: 31 Aug 2012, 17:55 
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Joined: 21 Jun 2011, 18:47
Posts: 7
Awesome !!! Is there any way to deform the strands ? Like if someone was walking through it etc. ... sorta like



Also ... is there a sample scene ;-)


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 Post subject: Re: Zybrand Grass 3
PostPosted: 01 Sep 2012, 13:08 
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mdonovan wrote:
Awesome !!! Is there any way to deform the strands ? Like if someone was walking through it etc. ... sorta like

Also ... is there a sample scene ;-)


Damn I was waiting for someone to ask about deformations or simulations. To be honest I've not really made any time to look into it with the grass compounds, but if I do a new version that will be at the top of the list. I the moment it is only meant to be used for set dressing and things like that.

There are already many good ways to simulate strands including the example from Rob you are revering too or Melena. At work we use a customized system based on Melena for all our strand simulation and it works really well. Its not something I need at the moment because I'm working on other stuff.

also here is the sample scene :)
O and play the timeline to see the map contrast in action

Attachment:
Zybrand_grass_sample.rar [178.58 KiB]
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 Post subject: Re: Zybrand Grass 3
PostPosted: 04 Sep 2012, 23:49 
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Joined: 19 Jul 2010, 09:04
Posts: 42
Hey guy, here is a quick walk through on how to connect the compounds and on what some of the settings do.



Hope it helps :)


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 Post subject: Re: Zybrand Grass 3
PostPosted: 06 Sep 2012, 18:11 
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Joined: 09 Jun 2009, 14:09
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Location: London
Zybrand wrote:
SamHowell wrote:
I need this right now! Thanks a lot.


Hey Sam, glad I could help. Would like to see what you use it for :)


I'd love to show you but it's an NDA situation. Maybe in a few months. Sorry.

Keep up the good work!

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