Collab2021 – WIP – rstich

Collaborations

My progression thread of the Collab

  • rstich (rstich) replied


    First Batch of Grass using Geometry Nodes. 

  • rstich (rstich) replied

    Homework Submission - Week 1 - FG Grass


    @theluthier
    A few Notes to explain this. As you said i populated a few Planes using different Methods.
    What i cant show here is that i tried all of them (except the manual one for obvious reasons) on a larger scale to test out what my Computer can handle.

    Beginning form the 1st in this Post:
    Using Image Planes and populated a Plane with Geometry Nodes.
    - Works good doesnt need to much performance but reacts a bit weird with Light which i have to take a closer look

    2nd Plane:
    Geometry Nodes with Modelled Grass.
    Works really good, easy controllable but in my Test runs way to heavy for Performance. Crashing my Computer was easy let alone anything Realtime related.

    3rd Plane:
    Grass using an Hair Emitter.
    Easy to use, biggest downside is the Texturing since it is Emission Based.

    4th Plane
    Image Planes, manually spread out. With more Time spend on the Images this woud be the way to go for the important Areas i think.


  • Kent Trammell replied

    Excellent work for week 1 rrstich! As I mentioned during the stream, I'm very encouraged to see these early tests and variety of methods. You've earned full points for week 1 👍

    Stylistically I think your current grassblades are bit too needly; too thin, too straight, and too plentiful. Compare to the silhouette in the art:

    There's a lot fewer blades but they're thicker and more curved. This could help us in terms of optimization and would be closer to the art.

    For week 2 it'd be great if you could get closer to the silhouette and try populating a broader area as the next stage of testing.

  • rstich (rstich) replied

    Homework submission-week 2-grass


    @theluthier 

    I populated a larger Area of Grass this time and tried to get closer to the silouhette. Which basically boils down to playing with some attributes.
    Since i saw spikeyxxx worked on getting the right color for the Blades i came from the other direction and worked more on a way to distribute the Grass and get a proper silouhette on that Areas. We need a fairly low Density for this so Performance shouldnt be that big of a Deal.

    So if we use his Shader Technice in combination its just a matter of Texture Painting i think to get to the final Grass.

  • Jonathan Lampel replied

    Awesome job on investigating the grass! Since there's not a ton of time left on the project, I'm going to try to get you and spikeyxxx  on the same page here, but you guys can decide if you want to try your hand at it individually or as a team. 

    In order for this to look crazy good and be performant, we're going to need three things:

    • A base layer of particle hair grass, which renders blazing fast and can have different settings for viewport and rendering. This layer should be fairly dense
    • A secondary layer of taller grass clumps, made of clumps of mesh grass arranged into nice bunches.  There should be at least 9 unique models of clumps or else it will look pretty obviously repeated. These could be scattered with geometry nodes or as a particles system - performance seems to be similar. 
    • A  stylized shader that works for the ground, the mesh grass, and the particle grass all at the same time to tie them all together. We can't do the emission thing because we really need those shadows. We can, however, turn off shadow casting for the material and point the normals straight up in the z direction to get a pretty neat stylized effect. 


    Grass is one of those things that seems simple but actually takes quite a bit of work to get right, but I have faith that you guys can nail it!  Hopefully this older course can help you with the particle hair shapes and what I mean by grass clumps: Creating Grass in Blender - CG Cookie 

    Full points for this week. Keep up the good work!

  • spikeyxxx replied

    Any updates on the grass from your side?

  • rstich (rstich) replied

    spikeyxxx  

    Im Sorry this week was terrible in terms of my Real Job, so i have to keep up now. 

    I did a basic GN Setup to populate Flowers and Grass Clumps and then startet to model the actual clumps, but then RL hits and i had to switch priorities. 

    No excuses here, its my fault and i have to keep up to be ready before the next Live Stream. 

  • Vincent (vincav81) replied

    rrstich Please don't beat yourself up, life does "happen". 

    Week 4 is meant as a sort of mop-up/buffer week, so don't feel like the whole world is on your shoulders when it isn't.

    Kent is still going to be working on this scene till next year (February/March) so any result on all our individual ends should be considered an achievement come what may.

    Hopefully this has been helpful rather than tone deaf.

    Stay safe.

  • spikeyxxx replied

    Like vincav81 said: don't worry :)

    Haven't made any progress myself, just research and testing...Need the ground and assets before the real work starts ;)


  • Kent Trammell replied

    No worries rrstich - totally understandable. I'm going to give you full points for your contribution to the grass asset. It proved to be one of the most technically difficult assets of the whole project. 

    Thanks for joining the collab! I hope you enjoyed and learned from the experience. It was a pleasure working with you 🤝