Grass for iRay

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  • Pickle RendererPickle Renderer Posts: 265
    edited May 2022

    richardandtracy said:

    No, it isn't shaders and it seems to be actual models of grass sprinkled over the areas. Can I ask: What you you were hoping for? On the face of it, the Flinks system seems to be pretty similar to what you were looking for, it'd be nice to know why it's not right. Regards, Richard.

    Maybe patches or something I can combine to cover areas in a scene.  I bought a rug that uses fibremesh layers.  I imagine you could do very short grass in a similar way.  Flinks doesn't appear to be a "system".  It's some meshes and some shaders.  Or I'm not understanding how to use it.  Basically I'd like to put some grass into my villa scene but not the usual "flat" grass textures that look awful, and also not meadow grass that's tall and uneven.

    I imagine you could do it in unreal engine with some kind of parralax occlusion mapping - I don't think iRay supports that in Daz though.  Kind of surprised at the lack of anything in the store to do it though.

    Grass Shader for Daz Studio looks like it might be worth a try.  Maybe I'll have to adjust shader to get nice stripe look....

     

    Post edited by Pickle Renderer on
  • barbultbarbult Posts: 26,252

    Pickle Renderer said:

    richardandtracy said:

    No, it isn't shaders and it seems to be actual models of grass sprinkled over the areas. Can I ask: What you you were hoping for? On the face of it, the Flinks system seems to be pretty similar to what you were looking for, it'd be nice to know why it's not right. Regards, Richard.

    Maybe patches or something I can combine to cover areas in a scene.  I bought a rug that uses fibremesh layers.  I imagine you could do very short grass in a similar way.  Flinks doesn't appear to be a "system".  It's some meshes and some shaders.  Or I'm not understanding how to use it.  Basically I'd like to put some grass into my villa scene but not the usual "flat" grass textures that look awful, and also not meadow grass that's tall and uneven.

    I imagine you could do it in unreal engine with some kind of parralax occlusion mapping - I don't think iRay supports that in Daz though.  Kind of surprised at the lack of anything in the store to do it though.

    Grass Shader for Daz Studio looks like it might be worth a try.  Maybe I'll have to adjust shader to get nice stripe look....

    I think that uses a custom 3Delight procedural shader. Don't expect it to work in Iray.

  • Pickle RendererPickle Renderer Posts: 265
    edited May 2022

    I think that uses a custom 3Delight procedural shader. Don't expect it to work in Iray.

    Wasted another fiver then.  And yes, it doesn't work in iRay.  It doesn't appear to work in 3DL either but whatever.  Time to admit defeat.

    Post edited by Pickle Renderer on
  • barbultbarbult Posts: 26,252

    Pickle Renderer said:

    I think that uses a custom 3Delight procedural shader. Don't expect it to work in Iray.

    Wasted another fiver then.  And yes, it doesn't work in iRay.  It doesn't appear to work in 3DL either but whatever.  Time to admit defeat.

    Submit a help request and ask for a refund. You have 30 days from purchase to to return a Daz Store product for any reason.

  • Looks vaguely plausible and could be constructed into a lawn (though lines would probably be too straight, i.e. too perfect).  Only problem with it is performance.  Just 3 strips here (consisting of 9 or so instances each) and it's really sluggish in viewport.  Just this is generating 2 million vertices.  No tessellation control.  If I made a full lawn with it I think my house would burn down.  In a game engine we'd probably use some rasterisation "trick" like parallax occlusion mapping, not available here in iRay of course. 

     

    This turns out to be a much more difficult problem than it appears, which I suppose explains everything.

     

    Grass Render

  • richardandtracyrichardandtracy Posts: 7,146
    Can I suggest that you make a single seed of the Erock grass and then use a linear array script to create more copies with a somewhat lower impact on your system (I have done a freebie one which may help, there are others: https://www.renderosity.com/freestuff/items/91118/linear-array-script) It may well look tiled, unfortunately. It may be.. just thinking aloud.. worth saving individual grass plants from the Erock grass and then using Alienator Pro to substitute those plants into an UltraScenery grassland model. Disadvantage being no stripes.. I don't think you can get exactly what you want, unfortunately, but it may be possible to get closer than you are at the moment. Regards, Richard.
  • richardandtracy said:

    Can I suggest that you make a single seed of the Erock grass and then use a linear array script to create more copies with a somewhat lower impact on your system (I have done a freebie one which may help, there are others: https://www.renderosity.com/freestuff/items/91118/linear-array-script) It may well look tiled, unfortunately. It may be.. just thinking aloud.. worth saving individual grass plants from the Erock grass and then using Alienator Pro to substitute those plants into an UltraScenery grassland model. Disadvantage being no stripes.. I don't think you can get exactly what you want, unfortunately, but it may be possible to get closer than you are at the moment. Regards, Richard.

     Yea that's pretty much what it is at the moment: two patches of grass (one for each type), and all the rest are instances.  I may try something with fur... hold this space.

  • barbultbarbult Posts: 26,252

    Iray instances may be slow in the viewport, but they will render pretty fast in the GPU, as long as you set instancing optimization to Memory. Iray preview will treat the instances like individual full memory hog objects, even when you set instancing optimization to Memory.

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