Create Grass
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Create Grass
Makes strands on a given surface that are curvy to look like grass blades. Zip contains
a shader preset for the grass, copy it to your »DSPresets/Shaders/Material«
folder
Related plugins: New Grass
local backup: Create Grass v1.1.rar
Related plugins: New Grass
local backup: Create Grass v1.1.rar
author site: n/a / si-community thread
Create Grass
Makes strands on a given surface that are curvy to look like grass blades.
EDIT: minor changes to allow independant Hue/Sat/Lum/Alpha color variance
added a shader preset for the grass, copy it to your "DSPresets/Shaders/Material" folder
Enjoy at your own risk
EDIT: minor changes to allow independant Hue/Sat/Lum/Alpha color variance
added a shader preset for the grass, copy it to your "DSPresets/Shaders/Material" folder
Enjoy at your own risk
- Attachments
-
- Create Grass v1.1.rar
- (4.91 KiB) Downloaded 1382 times
Last edited by nassosy on 14 Nov 2009, 15:42, edited 1 time in total.
- wireframex
- Posts: 399
- Joined: 08 Jun 2009, 23:02
- Location: France
Re: Create Grass
Hey Nassosy,
Here is a nice compound !!
I've just a little pb with the color of the grass :
Thanks for your work
Phil
Here is a nice compound !!
I've just a little pb with the color of the grass :
Thanks for your work
Phil
"without mastery, power is nothing" - Softimage Addict User
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory
Re: Create Grass
Make a shader
assign it to the point cloud
in the Render Tree/Material editor
add a "Color Attribute" node to you material
set it to "Color" or "StrandColor" and connect its
output to the diffuse input of your illumination shader (phong, blinn, contant, etc)
Unfortunately in 2010 SP1
the "StrandColor" (the color gradient) doesn't work for me,
it always returns the default color (white)
don't know why.
The "Color" ICE attribute works, but there won't be any gradient.
assign it to the point cloud
in the Render Tree/Material editor
add a "Color Attribute" node to you material
set it to "Color" or "StrandColor" and connect its
output to the diffuse input of your illumination shader (phong, blinn, contant, etc)
Unfortunately in 2010 SP1
the "StrandColor" (the color gradient) doesn't work for me,
it always returns the default color (white)
don't know why.
The "Color" ICE attribute works, but there won't be any gradient.
- wireframex
- Posts: 399
- Joined: 08 Jun 2009, 23:02
- Location: France
Re: Create Grass
Wow I forgot to apply color directly to the point cloud ...
Gradient color works here and the strand too
Gradient color works here and the strand too
Last edited by wireframex on 14 Nov 2009, 16:00, edited 1 time in total.
"without mastery, power is nothing" - Softimage Addict User
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory
Re: Create Grass
Yes in 7.01 both attributes work,
2010 sp1 is another story
2010 sp1 is another story
- wireframex
- Posts: 399
- Joined: 08 Jun 2009, 23:02
- Location: France
Re: Create Grass
Have you a lot of pb with 2010 SP1 ?
Maybe I need to keep 7.01 and 2010 working together
Maybe I need to keep 7.01 and 2010 working together
"without mastery, power is nothing" - Softimage Addict User
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory
Re: Create Grass
Solved it by copying the "StrandColor" to a custom color ICE attribute and using that in the RenderTree
-
- Posts: 94
- Joined: 09 Jun 2009, 23:47
Re: Create Grass
works like a charm!
great, thanks nassosy
great, thanks nassosy
Re: Create Grass
Very nice! Looks very promising!
I will download it and try it out next time I need grass.
Did anybody do a benchmark yet to compare strands with XSI Hair?
It would be interesting how each system performs in the viewport and at rendertime.
I will download it and try it out next time I need grass.
Did anybody do a benchmark yet to compare strands with XSI Hair?
It would be interesting how each system performs in the viewport and at rendertime.
Re: Create Grass
Thanks everyone,
the main reason i uploaded this compound is that
it works on curved surfaces (torus) as well as it does
on planar ones (grid).
from the the few render tests i did,
i would say that strands have a slight advantage
the main reason i uploaded this compound is that
it works on curved surfaces (torus) as well as it does
on planar ones (grid).
from the the few render tests i did,
i would say that strands have a slight advantage
Re: Create Grass
cool, thanks again for sharing.nassosy wrote: from the the few render tests i did,
i would say that strands have a slight advantage
Re: Create Grass
I did some more tests here are the results on my 6GB Ram Core 2 Quad with 2010sp1 64bit:
(with Raytraced Shadows)
65000 hairs 0:03:53.24
146561 strands 0:00:24.99
(with 1024 Shadow Map, looks like crap though)
65000 hairs 0:00:49.73
(with 2048 Volumic Shadow Map)
65000 hairs 0:00:15.60
146561 strands 0:00:28.58
(with 4096 Volumic Shadow Map)
65000 hairs 0:00:19.08
146561 strands 0:00:39.03
(with Raytraced Shadows)
65000 hairs 0:03:53.24
146561 strands 0:00:24.99
(with 1024 Shadow Map, looks like crap though)
65000 hairs 0:00:49.73
(with 2048 Volumic Shadow Map)
65000 hairs 0:00:15.60
146561 strands 0:00:28.58
(with 4096 Volumic Shadow Map)
65000 hairs 0:00:19.08
146561 strands 0:00:39.03
- Attachments
-
- grass volumic Shadow map.jpg (186.01 KiB) Viewed 3805 times
-
- grass Strands Raytraced-1.jpg (196.01 KiB) Viewed 3805 times
Re: Create Grass
wow, looks like it's really fast for raytracing!
Re: Create Grass
i have a problem here
i dont get why it renders some strands completely black, like they have some normals issue or lack of color attribute, i didnt do anything
i didnt do any customization stuff i just create a grid, create a pointcloud, then create -> ice tree and imported the compound.
plugged the get grid to surface input and render it.
any clue? i'm a grass fanboy and i'm loving this compound
further investigation took me to find out that this issue happens with mental ray sun and sky, when you create sky/sun seutp you get this issue. is there any way to have them work with sky/sun setup? or i'm doing something wrong.
deleted sun and it still doing it, now i got rid of the environment and the problem's gone. re-plugged environment and it renders some black strands, so its bound to environment..
thanks!
i dont get why it renders some strands completely black, like they have some normals issue or lack of color attribute, i didnt do anything
i didnt do any customization stuff i just create a grid, create a pointcloud, then create -> ice tree and imported the compound.
plugged the get grid to surface input and render it.
any clue? i'm a grass fanboy and i'm loving this compound
further investigation took me to find out that this issue happens with mental ray sun and sky, when you create sky/sun seutp you get this issue. is there any way to have them work with sky/sun setup? or i'm doing something wrong.
deleted sun and it still doing it, now i got rid of the environment and the problem's gone. re-plugged environment and it renders some black strands, so its bound to environment..
thanks!
Re: Create Grass
That's weird i never had any problems with sun/sky setup
(using Pass->Edit->Initialize Sky Shader)
maybe its the way you create your sun/sky
care to share a scene file?
(using Pass->Edit->Initialize Sky Shader)
maybe its the way you create your sun/sky
care to share a scene file?
- Attachments
-
- grass.jpg (93.28 KiB) Viewed 3666 times
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