Grass [Bird View]

Hello!
This is a sample of low number grass from bird’s view.
I did this after i received many complains about this issue on how the grass would look on top view, my aim was ensuring the fact of using low poly and strand number can look sometimes good regarding the view from top because here I’m using only 1700 hair strands and 40 in children setting.
So how it would look if you use slight higher number than this? :wink:


You can watch in HD too.

.blend file:New WinRAR ZIP archive (2).zip (1.39 MB)

I have taken settings from your file.
Then I have prepared test.
1700 strands was to low value. I used 50000 with 40 childrens. And this is eating RAM memory on breakfast.

There are results of my test :slight_smile:


White spots will be for grain or something else.

Now I need to tweak this for faster computing and better result.

Good.
Now it need your touch in distributing the grass, setting scales correctly and using very low poly grass strands to improve performance. Moreover the camera view from this distance will not make anyone recognize the low poly strands on land so decrease the quality as much as possible if from this distance.

I have made another experiment.
Hard one, it took 1h 17m 32s of my life :slight_smile:
300,000 with 40 chilrends each. Based on low poly model, not path.
I have prepared additional linux swap memory to make this.
Calculations took 7,8GB RAM and 12GB Swap memory.

Results:


But now I see strong correlation between distribution and density of my ground model.

Please take a look on wireframe screenshots. With and without multires mofifier:



I think, that would be better to make regular grid of ground. This will cause the distribution will be regular.

Although result are experimental, he is really funny :slight_smile:

Please comment :slight_smile:

It’s so high ram consuming, are these grass or small bushes?
If they are grass then i think their scale is bit big. I’d prefer the distribution to be regular, it make the grass look even.

In general making fields of grass is a hard job and need large performance. But it would be easier for me if i test it personally and make you a short solution for it.

Grass blade used in experiment:



This is not bush :wink: It becomes bush with 40 childrens :stuck_out_tongue:

files:

https://www.dropbox.com/s/aea7e9o0t9rmhew/_maska_trawy.png

https://www.dropbox.com/s/dsc18k1fvzikdsd/copy%20grass-base.7z

I have managed that the file is lighter, but it is still compressed to 9MB.
Uploaded file does not have any “particle system”.

First are mask which I use to separate places in “particle system”.
Ground has own UV map: “Maska_trawy”.

I’m curious what you come up :slight_smile:

I was trying to render an architecture scene - a house with grass around it and it looked like it can’t handle lots of grass. Anyone had succesfully rendered lots of grass with particles? I got 4GB of RAM, but I remember that some renderers use instances and thus can handle such tricks easily.

Sandking,

my advice:
go and find how to setup additional memory in your system.
Linux: Swap file
Windows: Page file
It will use free space from disk.

But be aware!! Wrong numbers can kill blender :slight_smile:
And sadly it takes time, to compute.
This way is much better if you want dynamic own grass :slight_smile:

Now I am trying to find golden mean :slight_smile:

In all the work I’ve done I use texture in postproduction and I read in many places that this is faster but I see those renders with grass and I’d like to know how to do it. I can do a nice grass in small patches but even with children used I can’t make it bigger. I’ll see about your tip and try to make larger page file.

my little research:


First plane are base for instances.
Second are using flat instanes.
Third are generated, with density based on image.

In first two I have made 500 particles per instance.
Third has 10000 particles.
Of course, in the first two cases, the density can be increased.

In my opinion only in third case we have more control.

I can make texture and before making instaces, apply it on every part of grass.
But I can not imagine to do it at 360 parts or more.

Third one is dynamic, but it costs.