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To get you started quickly you can download these two materials, one uses thinSSS for the most realistic looking grass, the other uses the same textures but no thinSSS for fastest rendering:
This material uses two Layers, the top Layer has a Layer opacity mask set to use UV channel 1 to give some variation in color over the grass surface. See the Grass page in the documentation section for more info.
Grass type | Image | Parameters |
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Wild Grass The randomness of the natural grass is achieved by using high Variation percentages for Length, Angle and Bend. |
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Golf Green To get the characteristic golf green look |
(very dense, short, but also chaotic), a strong and |
homogeneous Cut Off is important and a large |
Initial Angle Variation setting. On such a short grass, the Flat primitive works |
fine and renders faster. |
For a less perfect golf green, set Cut Off to 100% (which |
means the full length of the blades will be rendered) and |
increase the Length Variation. |
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Tall big grass Even for large bendy blades of grass, with enough |
Points per Blade, the Flat primitive looks perfectly |
smooth, and renders faster than the Curve primitive. The large height of this grass needs a larger Bend Radius |
to make the blades bend slowly over a large radius. |
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Fast Generic Grass for housing projects On projects where the grass is not the focus, |
you can save a lot of Ram and render time by |
optimizing the grass distribution with the Level of |
Detail settings, depending on the size of your scene |
and what the camera sees. |
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