Hi People,i'm Italian and so,sorry for my bad English!

i've a question:

it's possible, using brazil for rhino, create a material for a grass field with many different tufts?

 

i think it's possible using a bump map, but i don't know how to make a realistic grass material!

thank for all your suggestions!

 

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i think it's impossible under brazil 4 rhino,create a real grass,couse the bump doesn't work fine...i solved using photoshop...

great plugin!
but works with brazil?

Yy... Fur Gen create geometry and work with anyone renderer.

Hi Frank,

The last examples on that link use particles for hair or fur simulation as the means to model the blades of grass. These features are standard in 3DS Max I believe. Rhino doesn't have particles, hair or fur so you are limited to using a plugin like FurGen listed here to auto model the blades and then trying to use blocks to keep the memory footprint low or using bump or displacement maps as discussed. The bump map approach as I mentioned will not make blades sticking straight up. Displacement can be slightly better at this but will still be heavy in the memory usage department. 

Frank said:

Hi brain,

I tried to make a grass field following the approachs from this discussion.

 

the result:

as u see, 'bump' cant create a realistic grass-blades straight up...

I even tried using the displacement from R5, but it dosent works very well for this case....maybe for the wall/stone it works fine, but not for grass...

 

I notic that we also could use brazil analytic bump..it works similar like displacement in r5...but it still dont helpt to get raised texture on the edges...

 

I saw some example from this website: http://brazil-rs.blogspot.de/2008/07/making-grass-with-displacement...

 

Do u think so, that we also can make this by using brazil for rhino as well?



Brian James said:

The grass is flat aside from a slight bump. It's only a texture map (a photograph) used for both the color and bump channels. You can raise the bump amount from 20% to 100% but it will not create blades of grass sticking straight up. For that, you'd need to actually model the geometry of the grass and this will require a lot more time when rendering. You can also try displacement meshes based on images of grass. You could use NURBS as well for displacement but the density of your render mesh should be kept as low as possible if that's the method you choose. 

 

hi brain,

thx for advise. and also thx to peter, however, I tried RhinoHair...its funny tools.... ;-)

 



Brian James said:

Hi Frank,

The last examples on that link use particles for hair or fur simulation as the means to model the blades of grass. These features are standard in 3DS Max I believe. Rhino doesn't have particles, hair or fur so you are limited to using a plugin like FurGen listed here to auto model the blades and then trying to use blocks to keep the memory footprint low or using bump or displacement maps as discussed. The bump map approach as I mentioned will not make blades sticking straight up. Displacement can be slightly better at this but will still be heavy in the memory usage department. 

Frank said:

Hi brain,

I tried to make a grass field following the approachs from this discussion.

 

the result:

as u see, 'bump' cant create a realistic grass-blades straight up...

I even tried using the displacement from R5, but it dosent works very well for this case....maybe for the wall/stone it works fine, but not for grass...

 

I notic that we also could use brazil analytic bump..it works similar like displacement in r5...but it still dont helpt to get raised texture on the edges...

 

I saw some example from this website: http://brazil-rs.blogspot.de/2008/07/making-grass-with-displacement...

 

Do u think so, that we also can make this by using brazil for rhino as well?



Brian James said:

The grass is flat aside from a slight bump. It's only a texture map (a photograph) used for both the color and bump channels. You can raise the bump amount from 20% to 100% but it will not create blades of grass sticking straight up. For that, you'd need to actually model the geometry of the grass and this will require a lot more time when rendering. You can also try displacement meshes based on images of grass. You could use NURBS as well for displacement but the density of your render mesh should be kept as low as possible if that's the method you choose. 

 

see this

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