After having posted the tutorial on how to create a night rendering I’ve been asked a several times through both comments and emails, how I did the grass in that rendering. Therefore, I’ve decided to do a little tutorial about creating grass as well.
1) Create a plane, or a surface that will lately become the grass.
2) Apply whatever tilebale texture on the diffuse chanel.
3) Apply a planar UVW modifier to the plane or surface you have just created.
4) Apply a vray displacement modifier above the uvw in the modifier stack.
-under “paramenters” check “2d mapping”
-under “common params” select a displacement map for your grass.
This is actually the most important factor; if your displacement map is not good, you will never get the grass to look right, regardless of the texture that you have used for the diffuse slot.
I have actually obtain good results only by using a procedural “smoke” map with various shades of green, without actually using a texture. If you don’t have a good displacement map, you can use mine.
Download grass displacement texture.
-next to “amount”, type in how much you want the grass to be displaced. For this scene (since I’ve chose meters as units),I have typed 0.18
-under “2d mapping”, “resolution” type 1024 (if you leave it at 512 it will look more like boulders than grass).
5)If necessary you can adjust the tiling of the vray displacement map. You can do that by dragging the texture to an emty slot in the material editor and select “instance” when the question will pop.
That’s it! As simple as that.
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