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Grasshill
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Start with a new scene (click reset if you have a previous scene open). Under
the Create/Geometry tab make a Box in the Top viewport with the following
values:
Length-250 |
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Go to the Modifier panel and add a noise modifier to the box with the following
values:
Fractal: Checked |
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Collapse the modifier stack for speed and memory reasons. Apply a UVW Map
modifier to the Box. Make sure it is a planar map. |
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Now click the Hierarchy tab and activate the Affect Pivot Only button. Move the three axis pivot arrows to the base of the triangle. Click on the Affect Pivot Only button to deselect it. VII. Go back to the Modify tab. Add the EditMesh modifier to the triangle and click the Sub-Object button to deselect it. Add the Bend Modifier with the following values: Angle: 60 Direction: 90 Bend Axis: Y Now you've got a droopy strand of grass. Only 44,999 more to go! In the Front viewport click the strand of grass while holding the Shift button and drag it to the right. This will clone another strand of grass. Do this one more time so you have three strands of grass side by side. |
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| Select the second strand
of grass, click the Modifier tab and change the Angle to 80.
Select the second strand of grass, click the Modifier tab and change the Angle to 100. Collapse the modifier stacks for each strand of grass (Your scene will render faster if you do this and will take up less HD space). Yippee!!! We've got three droopy strands of grass. Only 44,997 more to go! This is the part where we will apply shaders to the grass and ground. |
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Go to the Material Editor.
This scene will have four materials and the following will be the settings
for each material.
Material #1: Apply Material #1 to the first strand of grass Line01. We now have the shaders applied and are ready to start to place the grass
on the ground plane. Pick Distribution Object: Ground (Select the ground) Go to Load/Save presets. Type "r|d grass" and click save. |