Zybrand Grass 3

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Zybrand Grass 3Author: Zybrand Lourens
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

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Zybrand
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Zybrand Grass 3

Post by Zybrand » 29 Aug 2012, 23:48

tennis_ball.jpg
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.
Zybrand_Grass_3.rar
(35.96 KiB) Downloaded 937 times
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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ActionArt
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Re: Zybrand Grass 3

Post by ActionArt » 30 Aug 2012, 01:23

Awesome!!! Thanks! Will have to try this right away.

Ramon
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Re: Zybrand Grass 3

Post by Ramon » 30 Aug 2012, 07:46

gr8

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Boris
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Re: Zybrand Grass 3

Post by Boris » 30 Aug 2012, 09:35

Thank you very much ! :)
Oops ,something went wrong :D

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SamHowell
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Re: Zybrand Grass 3

Post by SamHowell » 30 Aug 2012, 10:55

I need this right now! Thanks a lot.

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Zybrand
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Re: Zybrand Grass 3

Post by Zybrand » 30 Aug 2012, 23:43

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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Re: Zybrand Grass 3

Post by mdonovan » 31 Aug 2012, 17:55

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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Zybrand
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Re: Zybrand Grass 3

Post by Zybrand » 01 Sep 2012, 13:08

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
Zybrand_grass_sample.rar
(178.58 KiB) Downloaded 527 times

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Zybrand
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Re: Zybrand Grass 3

Post by Zybrand » 04 Sep 2012, 23:49

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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SamHowell
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Re: Zybrand Grass 3

Post by SamHowell » 06 Sep 2012, 18:11

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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Zybrand
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Re: Zybrand Grass 3

Post by Zybrand » 06 Sep 2012, 20:02

SamHowell wrote:I'd love to show you but it's an NDA situation. Maybe in a few months. Sorry.
No problem Sam, I understand.

mic
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Re: Zybrand Grass 3

Post by mic » 09 Sep 2012, 10:21

Awesome work Zybrand!! :)
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Re: Zybrand Grass 3

Post by gdebello » 16 Sep 2012, 23:55

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
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useruser
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Re: Zybrand Grass 3

Post by useruser » 29 Sep 2012, 20:49

thank you very much! :)

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SquirrelSa
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Re: Zybrand Grass 3

Post by SquirrelSa » 01 Oct 2012, 12:09

Thanks Zybrand - this looks awesome. Can't wait for the next release - definately include deformation though
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Re: Zybrand Grass 3

Post by Cenda » 11 Oct 2012, 11:39

I used old version of your compounds in my projects, great compounds. Deformation will be superb :)

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