I have found out that basically all grass models have incorrectly configured translucency settings.
They are often set to values around 0.9, which is crazy high.
However, I know Walli mostly did this in response to feedback/critique that many of his models look too dark, which as a matter of fact rather is a TG problem than the problem of the model. Without going into too much detail it generally is because of that TG's raytracer "resolution" or accuracy isn't high enough to catch all the individual aspects of the model when it's at greater distance from the camera, which very often results in very dark equally shaded results, because it looks like the renderer chooses to use an average result for the entire silhouette of the model.
The best examples are Silva3D Fir's and Pines which have dense needles. Renders great in every renderer except for TG.
Or another example is NWDA dry bushes. Render these from high'ish altitude so that they are only a few pixels large => all near black or at least all flat shaded without any detail.
A workaround, kind of, was to fiddle with translucency to avoid getting too dark results, because of the "under-estimation".
Consequently, if the screenspace does offer enough visible geometry, like here, then the renderer just renders it exactly as configured and that's what we're seeing here.
So the new GISD in TG3 may offer some improvement on some of these issues.
I'm tied to the NDA of course, so I can't be exact and explicit on how and why at this point.
But Oshyan is right that it might come in useful.
In this specific situation I won't blame the renderer, but rather the model's translucency settings.
I set mine at around 0.2 for grasses and 0.4 max for trees and such. For evergreens I use lower.
For years I tried to "catch" all surface and sky details in one shot, but I'm abandoning that approach now.
It's not photorealistic and too HDR'ish.
I think that's what Oshyan is referring to with flat lighting as well (besides that it also seems back-lit).
Fill lights are seldomly necessary indeed. If you want to use some to get more detailed shadows or trying to accentuate some colours then exploring the enviro light node would be the best suggestion I can give you.
Basically all my latest renders have tweaked enviro light settings + 1 sunlight where I try to choose to expose on either surface or sky.
Sorry for this bit incoherent story, I hope you can distill some useful info from it
Cheers,
Martin