Introduction to Maya - Modeling Fundamentals Vol 2
This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with complex objects.
# 1 22-02-2013 , 03:26 PM
Registered User
Join Date: Sep 2005
Location: Netherlands
Posts: 130

Grass

Hi everyone,

It's been ages since I've posted anything on this forum, yet I can't think of a better place to actually post a question that has been bugging me.

I've been trying to create a field of grass, that I want to animate. I managed to get quite far using all sorts of tutorials online, but I still can't find that sweet spot that I'm looking for.

I've been using maya fur driven by a hair system to animate it, and at first it started showing a lot of the patches, as can be seen here:

Grass animation WIP - YouTube

Fast forward a couple of days, and I've seem to be able to make it look quite a lot better, as can be seen here:

https://youtu.be/TAWFUcHOAdw


The problems however is, that since I'm using fur, I don't know if I can use something like a MIA material, to make it look a lot better, since the fur uses stuff like base color and tip color.

The other problem I seem to be running into is that this is quite a small patch of grass, and even with a reasonably good pc (8core, clocked to 4.2ghz) the calculation times are larger than the render times.

Is there a way to increase the amount of grass I can place into a scene without making calculation times incredibly high?

TL;DR

What is the best way to create grass that can be animated, can be custom shaded, and doesn't take 24 hours to calculate a 80 frame animation?


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# 2 22-02-2013 , 04:51 PM
daverave's Avatar
The thin red line
Join Date: Aug 2009
Location: England
Posts: 4,472
You could cache the memory this would save you having to simulate every time you render, you could make a colour map for the tip and base that should brake up the grass a little.....................dave




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