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Grass

Posted: Tue Nov 03, 2009 6:50 pm
by Switcher
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 !
grass.jpg
grass.jpg (175.38 KiB) Viewed 35945 times

and a "happy accident" (in my opinion ^^) :
grass_dead.jpg
grass_dead.jpg (200.94 KiB) Viewed 35945 times
Want to see yours ^^

Re: Grass

Posted: Thu Nov 12, 2009 5:41 pm
by Switcher
Okay maybe nobody cares about grass ^^

But what if I present some grass and some fur together ? ;)

So, meet "Furry Ball" !!!!
furryBall playing in the grass.png
furryBall playing in the grass.png (459.28 KiB) Viewed 35920 times
RenderTime : 2 mins
Hair Count : more than 2M
Dof : HairFarm Dof

Re: Grass

Posted: Thu Nov 12, 2009 6:24 pm
by Infinite
Cool, it would be nice to see it in motion? some wind or lite breeze perhaps? :)

Re: Grass

Posted: Thu Nov 12, 2009 6:29 pm
by Switcher
haha, I'll see what I can do :)

Re: Grass

Posted: Sat Nov 14, 2009 7:44 am
by Switcher
Just a test for the setup and the sim modifier :


Re: Grass

Posted: Wed Nov 25, 2009 7:23 am
by Switcher
Here is an quick animation test with some wind ...
test_anim_1.flv
(662.88 KiB) Downloaded 28794 times
Comments are welcome :)

Re: Grass

Posted: Wed Nov 25, 2009 9:37 am
by Infinite
Switcher wrote:Here is an quick animation test with some wind ...
test_anim_1.flv
Comments are welcome :)
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 work :D

Re: Grass

Posted: Wed Nov 25, 2009 12:36 pm
by cem
The video is awesome! Loved it!

Re: Grass

Posted: Thu Nov 26, 2009 3:14 am
by Switcher
Thx guys :)

So here is a new version of the anim :
test_anim_2_1.flv
(8.73 MiB) Downloaded 28793 times
There are some artefact due to shadow resolution (2048) and most important HairStyle Pushout Wsm ... Any idea to avoid that cem ?

thx :)

Re: Grass

Posted: Thu Nov 26, 2009 3:34 am
by cem
This great! Nice work! :ok:
Switcher wrote:There are some artefact due to shadow resolution (2048) and most important HairStyle Pushout Wsm ... Any idea to avoid that cem ?
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.

Re: Grass

Posted: Thu Nov 26, 2009 3:41 am
by Switcher
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...

Re: Grass

Posted: Thu Nov 26, 2009 3:58 am
by cem
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 ?
Increasing the number of layers will simply consume more memory, but it won't be any slower other than that.

As for the issues with HairStyle Pushout, it is designed to easily resolve minor intersections. You are pushing it way beyond its intended task.

Re: Grass

Posted: Thu Nov 26, 2009 4:16 am
by Switcher
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.
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 ?

Re: Grass

Posted: Thu Nov 26, 2009 11:08 am
by cem
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.

Re: Grass

Posted: Sun Nov 29, 2009 10:04 am
by Switcher
test_anim_4.flv
(6.56 MiB) Downloaded 28168 times
Here an other version with increased hairShadowMap resolution and hair steps. By the way there is still some flickering even it's really small ...

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 ...