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How to render realistic looking grass without PP?

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  • P Offline
    patrickbateman
    last edited by 25 Jul 2011, 19:55

    Are there any techniques to make convincing looking grass without using something crazy like the fuzz tool or post processing? Does anyone having any good grass textures with bump maps? Thanks 😄

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    • D Offline
      d12dozr
      last edited by 26 Jul 2011, 02:56

      What render program are you using? Vue makes the best grass...

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      • S Offline
        solo
        last edited by 26 Jul 2011, 03:14

        @d12dozr said:

        What render program are you using? Vue makes the best grass...

        true dat.

        http://www.solos-art.com

        If you see a toilet in your dreams do not use it.

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        • P Offline
          patrickbateman
          last edited by 26 Jul 2011, 04:05

          I've been using Podium V2... Hmm I don't know anything about vue I'll have to check it out but I really like the simplicity and speed of podium and their lighting/material library. Any ideas with Podium?

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          • P Offline
            patrickbateman
            last edited by 26 Jul 2011, 04:15

            Just for clarification when I say realistic I don't need anything super crazy, just something that will render easily with podium v2 or something similar like shaderlight. Vue looks a little overkill for what I'm looking for and I'm trying to keep it simple. Basically I want to get a grass effect that looks better than just a texture applied to a surface that ends up looking like someone put down some green carpet like I'm getting now.

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            • G Offline
              Gaieus
              last edited by 26 Jul 2011, 05:53

              One way (which may or may not be an overkill) is to use a grass image on 2D planes. Have a look at the 3D WH for different solutions:
              http://sketchup.google.com/3dwarehouse/search?q=grass

              Gai...

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              • E Offline
                Edson
                last edited by 26 Jul 2011, 12:36

                in the podium forum you will find at least on discussion about that.

                edson mahfuz, architect| porto alegre • brasil
                http://www.mahfuz.arq.br

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                • A Offline
                  Alan Fraser
                  last edited by 26 Jul 2011, 17:35

                  Take a look at this thread. The skp I've posted has probably got grass that's too unkempt for your purposes, but you'll get the general idea.

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                  • E Offline
                    EarthMover
                    last edited by 26 Jul 2011, 17:53

                    There is a distinct difference between foreground grass, perspective grass and aerial grass. Each one requires a different strategy.

                    For foreground grass, either use Alan's method or you could isolate foreground geometry and use the Make Fur plugin - http://forums.sketchucation.com/viewtopic.php?t=28092

                    Perspective grass - I'm sorry, but a flat texture just never looks good in a perspective view without being post processed. If you want to find images however, a quick google search for the words "grass texture" yeilded all of these - http://www.google.com/search?hl=en&q=grass+texture&bav=on.2,or.r_gc.r_pw.&biw=1374&bih=649&um=1&ie=UTF-8&tbm=isch&source=og&sa=N&tab=wi

                    Aerial grass usually suffers from noticeable tiling. For this it's better to take the texture into photoshop and copy it to a blank canvas that is 4 times larger than the image and then manually clone stamp the middle area to increase the tiling to a less noticeable size.

                    3D Artist at Clearstory 3D Imaging
                    Guide Tool at Winning With Sketchup
                    Content Creator at Skapeup

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                    • B Offline
                      brodie
                      last edited by 26 Jul 2011, 18:22

                      Why rule out post processing it?

                      -Brodie

                      steelblue http://www.steelbluellc.com

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                      • G Offline
                        Gaieus
                        last edited by 26 Jul 2011, 18:25

                        I for instance like to rule out PP because what if you need an animation? PP may be good for a project that you can easily get rid of by simply sending the client 3-4 still shots and forget about it.

                        Gai...

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                        • B Offline
                          brodie
                          last edited by 26 Jul 2011, 18:37

                          Animations are much more forgiving however so I wouldn't expect to use the same solution in an animation as I would a still image at any rate. A flat texture can be rather unattractive in a still but in an animation it typically looks just fine.

                          If you want to limit yourself to only solutions which work in animation AND stills then you'll be very limited indeed. In a still you might be able to go as far as using real grass geometry if you can only limit it to a small section of you exterior which is visible to the camera for that image. But that won't work for an animation where your camera will be moving all over the place. Similarly, using grass planes can look very good in a still shot (although it typically looks like you need to mow the lawn) but even there you can run into poly limits in an animation. Plus if you're comparing a rendered still to a standard SU animation the planes will look very weird in SU.

                          -Brodie

                          steelblue http://www.steelbluellc.com

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                          • P Offline
                            patrickbateman
                            last edited by 26 Jul 2011, 18:57

                            I would like to avoid having to bring it into photoshop since a lot of what I am doing is conceptual and I often need to make changes, render a few stills, and show a client in a short time period while they're in a meeting. So if I'm asked to show something slightly different in the model I can just make the changes and re-render instead of having to re-render then bring it into photoshop. It saves a lot of time then I can render a bunch of different scenes without having to modify each one.

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                            • B Offline
                              brodie
                              last edited by 26 Jul 2011, 19:27

                              Fair enough. I would still be careful to keep it as an option though. You could use that same option to argue against any sort of post processing work. In the end you'll end up with a consistent image (the test/progress images will be just like the final output) however that final output won't look as nice as it could if you did some photoshop work to it. Alternatively, you could explain that the test/progress images won't be to the same level of detail as the final output to come later. This is typically quite acceptable in my experience.

                              -Brodie

                              steelblue http://www.steelbluellc.com

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                              • P Offline
                                patrickbateman
                                last edited by 26 Jul 2011, 21:16

                                @unknownuser said:

                                Fair enough. I would still be careful to keep it as an option though. You could use that same option to argue against any sort of post processing work. In the end you'll end up with a consistent image (the test/progress images will be just like the final output) however that final output won't look as nice as it could if you did some photoshop work to it. Alternatively, you could explain that the test/progress images won't be to the same level of detail as the final output to come later. This is typically quite acceptable in my experience.

                                -Brodie

                                I'll definitely consider post processing if we have to do any big presentations. I'm just looking for a quick solution now, I'm experimenting with Podium grass textures with bump maps and they look a lot better than what I was getting before. I may try that and maybe add a thin border of 3D grass with it so you can see the texture against the edges, I saw someone do that here and it looked good.

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                                • B Offline
                                  brodie
                                  last edited by 26 Jul 2011, 21:21

                                  Ya, the thin border of 3d grass is a good idea. The other option would be to use a single plane all along the edge with a .png grass material. Probably quicker and far less polys.

                                  -Brodie

                                  steelblue http://www.steelbluellc.com

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                                  • G Offline
                                    Gaieus
                                    last edited by 27 Jul 2011, 11:10

                                    I sometimes use two planes of grass texture - one below with a completely opaque material and one above with the same material but with transparent areas.

                                    Not perfect of course but especially with animations, there is a nice "play" of these two planes (and with PR renders, even the tiling is much less noticeable). See an example below (learnt the trick over the KT Forums a couple of years ago - of course, you can have a much nicer top material with actually grass blade shaped "holes burned" into it).


                                    Grass.skp

                                    Gai...

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                                    • P Offline
                                      patrickbateman
                                      last edited by 27 Jul 2011, 12:43

                                      @gaieus said:

                                      I sometimes use two planes of grass texture - one below with a completely opaque material and one above with the same material but with transparent areas.

                                      Not perfect of course but especially with animations, there is a nice "play" of these two planes (and with PR renders, even the tiling is much less noticeable). See an example below (learnt the trick over the KT Forums a couple of years ago - of course, you can have a much nicer top material with actually grass blade shaped "holes burned" into it).

                                      wow that looks really good! especially rendered. thanks.

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                                      • E Offline
                                        EarthMover
                                        last edited by 27 Jul 2011, 18:13

                                        @patrickbateman said:

                                        I would like to avoid having to bring it into photoshop since a lot of what I am doing is conceptual and I often need to make changes, render a few stills, and show a client in a short time period while they're in a meeting. So if I'm asked to show something slightly different in the model I can just make the changes and re-render instead of having to re-render then bring it into photoshop. It saves a lot of time then I can render a bunch of different scenes without having to modify each one.

                                        Actually I feel the opposite. I use photoshop to save time, not add time to my workflow. You can often spend an hour trying to fuss with things like adding a slight grass border or tweaking a problem area. I can drop a solid color on a grass plane in sketchup and in less than 3 minutes have it opened in photoshop, the grass swapped out, the edges cloned stamped and saved again. Time spent in photoshop is often at the sake of smaller render times as well. 3D grass will send render times through the roof, so sometimes you save time with photoshop that way and often get better results. I understand your logic of wanted to keep the model pure so you can easily spit out a bunch of conceptual views. Personally I try and keep the conceptuals I present as loose as possible. I tend to save the push toward photorealism until we are narrowed in to the final changes and at that point, every image gets a little photoshop work. All the client sees are the images and have no real clue how they were derived. It's our job to provide a client with an emotional connection to the space and present design intention. We are persuading a client to spend money and feel confident in their choices and investments. Getting them there is all that matters....by any means necessary.

                                        Anyway, here are quite a few High Res grass textures of mine, that may be close to what you are looking to achieve. Normal maps included - http://www.mediafire.com/?fefi5mw11qynvpp

                                        3D Artist at Clearstory 3D Imaging
                                        Guide Tool at Winning With Sketchup
                                        Content Creator at Skapeup

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                                        • D Offline
                                          d12dozr
                                          last edited by 27 Jul 2011, 18:56

                                          @earthmover said:

                                          It's our job to provide a client with an emotional connection to the space and present design intention.

                                          Great quote, Adam 👍

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