Zybrand Grass 3
Plugins linking to this thread: (hide)
Zybrand Grass 3
Updated August 2012. Hey everyone, I know there are already a few grass creation compounds out there but
I decided to add the one I am working on anyway to get some outside input. I am using
this project to expand my ICE knowledge and the grass compound is just a simple grass
painting tool for now.
how to use: First create the mesh which will emit the grass and apply two weight maps to it one called »weight map« and one called »Height map« Create empty point cloud and apply ICE tree Connect the Zybrand_Grass compound to the ICE tree and connect the emitter object to Geometry port If the grass compound is still red open the PPG and at the top pick the weight map .weights and then the height maps .weights Additionally to control the color through ICE connect the color attribute to the diffuse of the shader and set it to ColorAlongStrands (in the ICE tree the color along strands gets blended with the color variation of the particles, and that can all be controlled from the grass PPG)
A new walkthrough video turtorial is available here. For version 3 updates, more infos and screenshots see the si-community thread.
local backup: zybrand/Zybrand_Grass_3.rar
how to use: First create the mesh which will emit the grass and apply two weight maps to it one called »weight map« and one called »Height map« Create empty point cloud and apply ICE tree Connect the Zybrand_Grass compound to the ICE tree and connect the emitter object to Geometry port If the grass compound is still red open the PPG and at the top pick the weight map .weights and then the height maps .weights Additionally to control the color through ICE connect the color attribute to the diffuse of the shader and set it to ColorAlongStrands (in the ICE tree the color along strands gets blended with the color variation of the particles, and that can all be controlled from the grass PPG)
A new walkthrough video turtorial is available here. For version 3 updates, more infos and screenshots see the si-community thread.
local backup: zybrand/Zybrand_Grass_3.rar
author site: n/a / si-community thread
Zybrand Grass 3
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.
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
Last edited by Zybrand on 13 Oct 2012, 09:26, edited 1 time in total.
Re: Zybrand Grass 3
Awesome!!! Thanks! Will have to try this right away.
Re: Zybrand Grass 3
I need this right now! Thanks a lot.
Re: Zybrand Grass 3
Hey Sam, glad I could help. Would like to see what you use it forSamHowell wrote:I need this right now! Thanks a lot.
Re: Zybrand Grass 3
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 ;-)
Also ... is there a sample scene ;-)
Re: Zybrand Grass 3
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.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 ;-)
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
Re: Zybrand Grass 3
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
Hope it helps
Re: Zybrand Grass 3
I'd love to show you but it's an NDA situation. Maybe in a few months. Sorry.Zybrand wrote:Hey Sam, glad I could help. Would like to see what you use it forSamHowell wrote:I need this right now! Thanks a lot.
Keep up the good work!
Re: Zybrand Grass 3
No problem Sam, I understand.SamHowell wrote:I'd love to show you but it's an NDA situation. Maybe in a few months. Sorry.
Re: Zybrand Grass 3
Awesome work Zybrand!!
Re: Zybrand Grass 3
Great work Zybrand! This is a great plug-in and thanks for sharing it with the community. Using it now in a project, when cleared I will post some WIP.
Glen
Glen
I use Softimage for game development. Is there really anything else?
http://www.gdebello.blogspot.com
http://www.gdebello.blogspot.com
Re: Zybrand Grass 3
thank you very much!
- SquirrelSa
- Posts: 53
- Joined: 25 Oct 2010, 09:44
- Location: South Africa
Re: Zybrand Grass 3
Thanks Zybrand - this looks awesome. Can't wait for the next release - definately include deformation though
Creativity can be whatever the mind of man can conceive
http://ryananimation.prosite.com
https://vimeo.com/ryananimation
http://ryananimation.prosite.com
https://vimeo.com/ryananimation
Re: Zybrand Grass 3
I used old version of your compounds in my projects, great compounds. Deformation will be superb
Who is online
Users browsing this forum: trendiction [Bot] and 82 guests