Grass on an uneven plane

Announcements, requests and support regarding the Blender Indigo export script
tannerw_2010
Posts: 54
Joined: Wed Sep 03, 2008 2:31 pm

Post by tannerw_2010 » Fri Sep 26, 2008 11:16 am

Thanks I got the the problem Solved! Just one thing though.

The Grass seems very "unrandom" because I couldnt find the Make Real Modifier anywhere.... I googled it up, and I think I did everything right as far as to try getting the make real modifier to show up, but nothing.... :?

Thanks though :D

MSUdom5
Posts: 159
Joined: Sun Jul 20, 2008 6:04 am
Location: Mississippi, USA
Contact:

Post by MSUdom5 » Fri Sep 26, 2008 12:17 pm

It's not a modifier. In the 3dview window, it's under Object->Clear/Apply->Make Duplicates Real

tannerw_2010
Posts: 54
Joined: Wed Sep 03, 2008 2:31 pm

Post by tannerw_2010 » Fri Sep 26, 2008 12:23 pm

Thanks i'll give it a shot :wink:

tannerw_2010
Posts: 54
Joined: Wed Sep 03, 2008 2:31 pm

Post by tannerw_2010 » Fri Sep 26, 2008 11:18 pm

Here is my result without a random rotation (took too long to convert into real objects)
Image


A little dissapointing to say the least, but its a start.... Tell you the truth, doesnt even look like grass imo... lol

User avatar
WytRaven
Indigo 100
Posts: 905
Joined: Mon Aug 27, 2007 8:24 pm
Location: Dubbo, Australia
Contact:

Post by WytRaven » Sat Sep 27, 2008 1:48 am

Looks like a really short pine plantation :lol:

but you're right it is a start :P
:idea: "A foolish consistency is the hobgoblin of little minds..." - Emerson 1841

tannerw_2010
Posts: 54
Joined: Wed Sep 03, 2008 2:31 pm

Post by tannerw_2010 » Sat Sep 27, 2008 2:07 am

lol yeah it does look like small pine trees :lol:

MSUdom5
Posts: 159
Joined: Sun Jul 20, 2008 6:04 am
Location: Mississippi, USA
Contact:

Post by MSUdom5 » Sat Sep 27, 2008 3:11 am

Tanner, looks really nice! Great start! Is each blade of grass a separate mesh? If so, you might want to consider a slightly different approach, similar to this one:

http://www.indigorenderer.com/joomla/fo ... sc&start=0

which uses planes and alpha-mapped textures. This will reduce the geometrical complexity of your scene (fewer meshes, and the plane won't have to be subdivided nearly as much.

Post Reply
22 posts

Who is online

Users browsing this forum: No registered users and 20 guests