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General => File Sharing => Vegetation => Topic started by: dhavalmistry on December 07, 2007, 11:03:53 AM

Title: Fake Grass
Post by: dhavalmistry on December 07, 2007, 11:03:53 AM
here it is...

function based fake grass....

as promised

now can I get my treat?? ;)
Title: Re: Fake Grass
Post by: rcallicotte on December 07, 2007, 11:21:24 AM
AWESOME!!!

;D  <--  me
Title: Re: Fake Grass
Post by: JimB on December 07, 2007, 11:40:11 AM
Flippin' 'eck!!  :o  Beautiful!
Title: Re: Fake Grass
Post by: old_blaggard on December 07, 2007, 01:54:42 PM
Very nice :).  Thanks for sharing.
Title: Re: Fake Grass
Post by: RogueNZ on December 07, 2007, 08:34:59 PM
Thats the most impressive CG grass ive ever seen! We gotta get results like this using just the fake grass shader
Title: Re: Fake Grass
Post by: Seth on December 08, 2007, 07:45:39 AM
thank you very much for sharing this !!!
Title: Re: Fake Grass
Post by: overlordchuck on December 08, 2007, 03:10:51 PM
Thanks!  Here's your treat...love and adoration.
Title: Re: Fake Grass
Post by: dandelO on January 03, 2008, 09:14:05 PM
Nice!

Here's one I done a couple months back to get planetary grass coverage just using shaders... I'm no good with functions in T2 for now so, this is all done with PFS's and surface layers. Literaly billion, upon billion of little perlin spikes make the blades of grass, which are stretchable for different lengthed grass types.

The full walkthrough for the .tgd file can be read here... http://stonefingeriiii.googlepages.com/t2grasstutorial (http://stonefingeriiii.googlepages.com/t2grasstutorial) although, the method I use now has been somewhat simplified from this write up, with generaly the same effect, I'll post the new method as a .tgd here too but, without a tutorial. It's basicaly the same with some nodes stripped that weren't essential or could be streamlined a bit.

It's very quick to render 'grass' this way.

Title: Re: Fake Grass
Post by: Seth on January 04, 2008, 05:27:04 PM
i am rendering it right now :)
yeah it's real fast to render ;)

it seems that you're always on "searching new tips" mode man ! good job again !
Title: Re: Fake Grass
Post by: rcallicotte on January 06, 2008, 04:41:35 PM
Thanks dandelO!
Title: Re: Fake Grass
Post by: moodflow on January 14, 2008, 11:35:31 AM
Hey, I rebuilt this file to avoid the clipping lines that seemed to plague it.  Its also a simpler node design, with more control over the shaders via a default shader.  But I did steal Dhaval's terrain and color fractal to keep things comparable.

It renders well at 400x300.  But CRASHES on anything bigger, just like the original.   >:(

Bummer.  Can't wait for that update.
Title: Re: Fake Grass
Post by: dhavalmistry on January 14, 2008, 11:41:37 AM
hey moodflow.....can I see the new 400x300 render please??...
Title: Re: Fake Grass
Post by: moodflow on January 21, 2008, 11:42:17 AM
Quote from: dhavalmistry on January 14, 2008, 11:41:37 AM
hey moodflow.....can I see the new 400x300 render please??...

Hey Dhaval, here ya go.  Sorry for the delay.  Was stuck working 12's for nearly a week!

The higher resolutions look alot better.  There are also no clipping lines (as seen in the other file), and I was able to simplify the node design somewhat.  It uses your colors (as I thought they looked great), but otherwise, the nodes are all 100% new.

Title: Re: Fake Grass
Post by: Seth on January 21, 2008, 12:19:15 PM
damn good grass dude !!!!
Title: Re: Fake Grass
Post by: moodflow on January 21, 2008, 12:52:36 PM
Quote from: seth93 on January 21, 2008, 12:19:15 PM
damn good grass dude !!!!

Thanks, I just wish it wouldn't crash :-(
Title: Re: Fake Grass
Post by: dhavalmistry on January 22, 2008, 12:09:40 AM
do you mind if I take a look at the file or the nodes??....this is looking good....better than mine...
Title: Re: Fake Grass
Post by: moodflow on January 23, 2008, 11:24:26 AM
No problem, I'll upload the file when I get home this evening.   8)
Title: Re: Fake Grass
Post by: Seth on January 23, 2008, 01:40:24 PM
Quote from: moodflow on January 23, 2008, 11:24:26 AM
No problem, I'll upload the file when I get home this evening.   8)


can't wait ^^
damn i wish i could understand functions...
Title: Re: Fake Grass
Post by: old_blaggard on January 23, 2008, 04:21:47 PM
Very nice developments!  I'll certainly be taking a look at the file when you get it up there.
Title: Re: Fake Grass
Post by: moodflow on January 24, 2008, 12:19:54 PM
Thanks all.  Thanks to Dhaval for the colors.  They were perfect.

Here is the file. 

Title: Re: Fake Grass
Post by: rcallicotte on January 24, 2008, 12:54:37 PM
Thanks to moodflow and dh.
Title: Re: Fake Grass
Post by: dhavalmistry on January 24, 2008, 12:56:00 PM
no problem calico....

my thanx to moodflow too...

I see you have removed all the function nodes...
Title: Re: Fake Grass
Post by: Seth on January 24, 2008, 03:03:01 PM
thanks moodflow !!!! as soon as my render's over i'll check your file !
Title: Re: Fake Grass
Post by: moodflow on January 24, 2008, 03:29:34 PM
Quote from: dhavalmistry on January 24, 2008, 12:56:00 PM
no problem calico....

my thanx to moodflow too...

I see you have removed all the function nodes...

Yea, I only did that to keep it as simple as possible.  I did like your approach. 

I am also trying to keep "surfaces" in the same format so they are modular.

I try to keep everything eventually ending up in a surface layer.
Title: Re: Fake Grass
Post by: moodflow on January 24, 2008, 03:32:09 PM
Quote from: seth93 on January 24, 2008, 03:03:01 PM
thanks moodflow !!!! as soon as my render's over i'll check your file !

No prob Seth.  You may want to see how far you can get with it without it crashing.  It might be crashing due to the reflectivity, but reflectivity adds to the realism.
Title: Re: Fake Grass
Post by: Seth on January 27, 2008, 04:56:25 AM
i can't go very far with this great fake grass... it crashed as soon as i try a bigger render (or as soon as i try to add a tree...)
we'll see later... but it's really a good job !
Title: Re: Fake Grass
Post by: dhavalmistry on January 27, 2008, 09:28:39 AM
hey moodflow...its seems to be working on my end here....

I am rendering the grass right now and its halfway through....

it is a cropped render upto the terrain, from bottom....

these are the render settings I used...

800 x 600
atmo: 40
detail: 0.5
AA: 15
GI: 1,1

I will let this render complete and try a higher res after (if this doesnt crash)

keep your fingers crossed ;)
Title: Re: Fake Grass
Post by: moodflow on January 27, 2008, 01:33:49 PM
Dhaval,

Keep us posted.  I'd love to see this in a higher resolution. 
Title: Re: Fake Grass
Post by: dhavalmistry on January 27, 2008, 10:31:04 PM
ok here it is....it did manage to render without crashing....but I dont know what those lines are...

I did not crop the render....it was rendered in one shot....so those cant be crop lines.....

actually I also had another render going on while this was rendering....I dont know why it keeps crashing on your computers....

anyways....I am going to try a higher quality render now....

will report with any progress!....
Title: Re: Fake Grass
Post by: nvseal on January 28, 2008, 12:45:57 PM
Dang, that is too bad about those lines. If you can get this to work it would be a fantastic way to make very realistic looking grass. And maybe even populate grass for an entie plant. :o Keep it up!
Title: Re: Fake Grass
Post by: peejay on January 28, 2008, 12:58:16 PM
isn't  this the same problem people were having when rendering towers made by extreme displacements. The render engine doesn't 'remember' that it's supposed to be rendering a displacement from an old bit of terrain when it move on to a new piece of terrain - hope that made sense?
Title: Re: Fake Grass
Post by: Oshyan on January 28, 2008, 08:30:58 PM
Yes, it looks like another manifestation of the cross-tile displacement rendering problems. Addressing that completely would mean a pretty large hit on render time unfortunately, so if it's possible, it's likely to be an optional control (e.g. tile overlap).

- Oshyan
Title: Re: Fake Grass
Post by: moodflow on January 28, 2008, 10:43:35 PM
Well that explains it then.  So my rework is still affected by clipping lines   :(
Title: Re: Fake Grass
Post by: dhavalmistry on January 29, 2008, 10:12:25 AM
Quote from: moodflow on January 28, 2008, 10:43:35 PM
Well that explains it then.  So my rework is still affected by clipping lines   :(

oh poor moodflow.....dont cry.....


you want to see a HQ render of your grass??...

here


**EDIT**

IT CRASHED!!!.... >:( >:( >:(

it crashed after rendering the row it was rendering in the screenshot!
Title: Re: Fake Grass
Post by: peejay on January 29, 2008, 04:00:04 PM
Oshyan

or any maths whizz out there


is it possible to calculate at what point this problem will occour? What I'm thinking is that it might be possible to use this tool provided the diplacement was kept below this 'threshold' ?

In other words could we have a planet full of grass provided it was kept reasonably short? (got to assume the virtual sheep are hungry and keep it cropped)
Title: Re: Fake Grass
Post by: moodflow on January 29, 2008, 04:34:49 PM
Quote from: dhavalmistry on January 29, 2008, 10:12:25 AM
Quote from: moodflow on January 28, 2008, 10:43:35 PM
Well that explains it then.  So my rework is still affected by clipping lines   :(

oh poor moodflow.....dont cry.....


you want to see a HQ render of your grass??...

here


**EDIT**

IT CRASHED!!!.... >:( >:( >:(

it crashed after rendering the row it was rendering in the screenshot!

Heheh yea, looks like we'll have to wait for the update...bummer. 
Title: Re: Fake Grass
Post by: Oshyan on January 29, 2008, 09:40:35 PM
It *may* work better if the grass is shorter, but I don't know of a specific value that would help. I'd suggest a bit of experimentation.

- Oshyan
Title: Re: Fake Grass
Post by: DanD on January 30, 2008, 11:53:04 AM
 LOL..No..It doesnt, crashes at the same row every time, It is gorgeous though
Title: Re: Fake Grass
Post by: Volker Harun on March 06, 2008, 07:37:03 PM
Well, it looks beautiful - and of course the small scales of the fractal combined with the nifty blender does its way.
But why do you make the displacement amplitude 5000, roughness of 0 (which makes the smallest scale to be ignored)?

By the way, I really love that colouring, too :-D
Title: Re: Fake Grass
Post by: Volker Harun on March 08, 2008, 12:49:24 PM
I had been thinking about that one again and made a test on a sphere.

I used the fake-stone shader as mask or either displasment shader. It works very good. Take a stone scale of 0.05 and a density of about 1. Displacement of 1m is something to start with.

Volker
Title: Re: Fake Grass
Post by: moodflow on March 11, 2008, 04:14:41 PM
Good to see you posting again Volker!  Its been a while.

Anyway, do you have any samples of that test?
Title: Re: Fake Grass
Post by: Volker Harun on March 15, 2008, 10:47:17 AM
Nothing really finished.
The attached scene still has some faults that I do not understand ... could be an issue of the alpha-version, but.

Volker