Grass
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- Former Beta Tester
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- Full Name: Guillaume CERDAN
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Grass
I suppose that many people will try to make grass with HairFarm, so maybe we can open a thread to regroup all our grass tests.
So here I come with two images I have made in couple of minutes and rendered in a 20 second max !!! wow !
and a "happy accident" (in my opinion ^^) :
Want to see yours ^^
So here I come with two images I have made in couple of minutes and rendered in a 20 second max !!! wow !
and a "happy accident" (in my opinion ^^) :
Want to see yours ^^
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- Former Beta Tester
- Posts: 221
- Joined: Mon Sep 21, 2009 11:19 am
- Full Name: Guillaume CERDAN
- Company/Affiliation: Ubisoft
- Job Title/Position: Environment Artist
- Location: France
Re: Grass
Okay maybe nobody cares about grass ^^
But what if I present some grass and some fur together ?
So, meet "Furry Ball" !!!!
RenderTime : 2 mins
Hair Count : more than 2M
Dof : HairFarm Dof
But what if I present some grass and some fur together ?
![Wink ;)](./images/smilies/icon_e_wink.gif)
So, meet "Furry Ball" !!!!
RenderTime : 2 mins
Hair Count : more than 2M
Dof : HairFarm Dof
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Re: Grass
Wow! Some great tests. It would be nice to see a longer vid and maybe one the same but with a bit of camera movement perhaps. Great workSwitcher wrote:Here is an quick animation test with some wind ...Comments are welcome
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
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- Former Beta Tester
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- Full Name: Guillaume CERDAN
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- Job Title/Position: Environment Artist
- Location: France
Re: Grass
Thx guys ![Smile :)](./images/smilies/icon_e_smile.gif)
So here is a new version of the anim : There are some artefact due to shadow resolution (2048) and most important HairStyle Pushout Wsm ... Any idea to avoid that cem ?
thx![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
So here is a new version of the anim : There are some artefact due to shadow resolution (2048) and most important HairStyle Pushout Wsm ... Any idea to avoid that cem ?
thx
![Smile :)](./images/smilies/icon_e_smile.gif)
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Re: Grass
This great! Nice work! ![Thumbs Up :ok:](./images/smilies/thumbsup.gif)
![Thumbs Up :ok:](./images/smilies/thumbsup.gif)
I noticed the same problems. Shadow problems can be resolved by increasing the number of layers, instead of increasing the resolution. As for HairStyle PushOut WSM, it is not really suitable for this task. What I would suggest is a second HairStyle Forces WSM to be used with a gravity force field. Set the gravity spherical and place it at the center of the ball. Then, give it a little bit decay and a negative strength. See if you can get something you like out of it. If you can find the right parameters, you can get a similar result to what you have now, minus flickering.Switcher wrote:There are some artefact due to shadow resolution (2048) and most important HairStyle Pushout Wsm ... Any idea to avoid that cem ?
Cem Yuksel - Developer
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- Job Title/Position: Environment Artist
- Location: France
Re: Grass
cool !!!
By the way, adding some layer means more computing time for vertices transformation, and with this hair number, maybe increasing shadow resolution will consume less time ... am I right ?
I'll try what you suggest for gravity, but what if I want a character walking in the grass instead of a sphere? Spherical gravity would not give me the good imprint in the grass if I can say ...
Maybe I should create quite as much gravity as bones rigging my character, with diferent decay in order to define a "pushOut volume" made by forces...
By the way, adding some layer means more computing time for vertices transformation, and with this hair number, maybe increasing shadow resolution will consume less time ... am I right ?
I'll try what you suggest for gravity, but what if I want a character walking in the grass instead of a sphere? Spherical gravity would not give me the good imprint in the grass if I can say ...
Maybe I should create quite as much gravity as bones rigging my character, with diferent decay in order to define a "pushOut volume" made by forces...
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Re: Grass
Increasing the number of layers will simply consume more memory, but it won't be any slower other than that.Switcher wrote:By the way, adding some layer means more computing time for vertices transformation, and with this hair number, maybe increasing shadow resolution will consume less time ... am I right ?
As for the issues with HairStyle Pushout, it is designed to easily resolve minor intersections. You are pushing it way beyond its intended task.
Cem Yuksel - Developer
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- Former Beta Tester
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- Joined: Mon Sep 21, 2009 11:19 am
- Full Name: Guillaume CERDAN
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- Job Title/Position: Environment Artist
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Re: Grass
So how to achieve this effect ? How to make a character (biped) walk realisticly in the grass ? Does Sim would work for this ? Sim + small Pushout ?cem wrote:As for the issues with HairStyle Pushout, it is designed to easily resolve minor intersections. You are pushing it way beyond its intended task.
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Re: Grass
Yes, sim would work for the most part. There is no general answer really, you need to find one based on the specifics of your scene and the effect you would like to achieve.
Cem Yuksel - Developer
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- Former Beta Tester
- Posts: 221
- Joined: Mon Sep 21, 2009 11:19 am
- Full Name: Guillaume CERDAN
- Company/Affiliation: Ubisoft
- Job Title/Position: Environment Artist
- Location: France
Re: Grass
Do you think that HairRaytrace shadows will provide NO flickering ? (rendering time will be higher but for animation...
Furthermore, increasing hair step tend to change hair look, because hairStyle modifier don't react the same with more vertices ...