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Hi Dr. Why did you use a carpet map for displacement and not a greyscaled version of the grass texture?

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@BbB : I don't know why, but with carpet map it looks much better.


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did u guys see www.crazybump.com ? this piece of software will drop ur jaws down heheh


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3rd dev
I made one grass test too. It needs at least one more sub-div level, but I'm on a very old machine at the moment.


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disp_grass.jpg
disp_grass.jpg [ 89.63 KiB | Viewed 2102 times ]
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@suvakas:
It looks at the same time fluffy and poinky. I don't know weather I would lay down or stay well clear of it!

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Yeah, the strands in the foreground are quite sharp. I think the higher subdiv would make it look a bit better.


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Perhaps try with less displacement. And also adding darker and lighter spots on your displacement maps to vary the length of the grass. I don't think it necessarily needs more subdivision.

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I'm still towards more subdivs.
More tris = thinner strands = softer look...I think.


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Dunno. What about slightly less displacement.
The Doc's grass looks like it was freshly mown...

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BbB wrote:
Dunno. What about slightly less displacement.
The Doc's grass looks like it was freshly mown...

Yes, shorter would be nicer, but I wanted to test more weed type of look - longer grass.


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In that case you might really be better off with instanced meshes. Especially if you're going to cover such a large terrain. Then again, it's hard to bend meshes to a terrain like this one.

But as a displacement test, of course, I find it really interesting. Maybe it's just the case that realism really depends on the map you're using...

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maybe we should announce "perfect grass field competition"? such threads are so productive and often result as great tutorials for newbies.
personally i would go for many instanced and different alpha mapped planes as much more memorywise and more "photo-like"


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Wanted to see if displacement worked with blended material. It does !
The current preview scene is not really appropriate with that kind of material, so I replaced the sphere with a simple curved plane (the circle around the logo is where the plane intersects with the sphere).

To create the displacement map, I followed that tutorial : it's a height map based on real geometry, made in blender. It takes slightly more time than creating a map from a photography, but it's much more accurate. Though in that case, a 16bit images wouldn't hurt.

Regarding the grass, I second BbB, I don't think you can create nice-looking long grass with displacement, the leaves are too "straight". It's ok for a short grass, you know, where you play golf.


Attachments:
File comment: blended + displaced mat.
grid.jpg
grid.jpg [ 213.39 KiB | Viewed 1819 times ]
File comment: displacement-map used
grid-displacement-map.jpg
grid-displacement-map.jpg [ 57.36 KiB | Viewed 1817 times ]
File comment: close-up of displaced grass
grass-closeup.jpg
grass-closeup.jpg [ 76.34 KiB | Viewed 1817 times ]
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Fence looks great - you modeled the fence section and then rendered a heightmap? That's something i hadn't thought of before..


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I'm posting that one to show an issue encountered with 8-bit image.
Here I think a 16-bit image would solve the problem.


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File comment: weird displaced elephant.
displaced-elephant.jpg
displaced-elephant.jpg [ 94.87 KiB | Viewed 1791 times ]
File comment: displacement map used
map-elephant.jpg
map-elephant.jpg [ 8.23 KiB | Viewed 1788 times ]
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