Yeah I'd go for the GI solution as well.
This is quite challenging though, but should be do-able.
Oshyan's suggestions are right. It's difficult to estimate though what would be the best approach.
GI surface details may be beneficial here, but that's difficult to say. I believe it's mainly meant to be used if you want very detailed shadows in small shadow areas, like in vegetation. So I'm not very convinced by it's usefulness, but it might be worth exploring.
Also, using GI surface details in combination with water-rendering will make TG cry for mercy.
So if you go for GI surface details at some point then render the grass area as crop without water.
First I'd say try a little crop with pretty insane values, just to see if the principle works.
So instead of systematically working upwards with the settings we're going to do it the other way around.
Just hit the renderer's GI with a big hammer and if it doesn't show improvement, then leave the idea.
So for instance, try the following:
Render detail 0.8
GI relative detail @ 4
GI sample quality @ 16
SS prepass enabled
Optional: increase "strength on surfaces" from 1 to 1.5 or 2 in the enviro light node.
Optional: GI surface details enabled
GI relative detail @ 4 will give you very dense GI sampling (many dots in prepass) and the value for sampling @ 16 16 will make sure that whatever you sample at each GI dot will be very accurate.
Also be aware that you use enough atmosphere samples, as this also can affect GI.
I don't think you need to crank it up to insane values, but just make sure you don't use less than 64 samples for example.
This may seem a bit lunatic and uneducated, but this crop will finish in about an hour or so and then you'll know if it's a feasible approach or not.
Quote from: Dune on February 21, 2013, 02:27:35 AM
You might be able to fake it, using a plane object with brightly illuminated spots (perhaps perlin 3D) hanging over the flowers, but invisible to the camera. Use the same seed for plant distribution.
Using the same seed wouldn't help if the geometry it's placed on isn't the same as the planet's surface where the plants are on.
If you would make a population of spheres/rocks, disable visibility, give them the same density/area size/area position/seed then they would be on the exact same spot.
Then in the object maker of that population you set the offset on Y to +X metres.
I'd go for the GI approach though, still.