Is there a way to create architectural grass with actual geometry to make it look realistic in close shots but with added colour? I use C4D's hair which doesn't translate into Twinmotion so I was wondering the best way to simulate turf.
C’est possible d’exporter les éléments de « Hair » de C4d vers TM. Tu dois juste modifier tes paramètres « générer » et tester les résultats (Attention au poids (^_^)). Il faut aussi fabriquer une texture spéciale herbe (genre un dégradé) différente de celle de « Hair ».
Après, au regard des performances de l’herbe de TM et du poids du fichier C4d herbe il n’y aucun intérêt graphique et technique à utiliser de l’herbe venant de C4d.
Pour le reste, les gouts et les couleurs étants multiples à chacun de choisir l’esthétique.
It is possible to export elements of “Hair” from C4d to TM. You just have to modify your “generate” parameters and test the results (Pay attention to the weight (^_^)). It is also necessary to make a special grass texture (like a gradient) different from that of "Hair".
Afterwards, with regard to the performance of TM grass and the weight of the C4d grass file, there is no graphic or technical interest in using grass from C4d.
For the rest, the tastes and the colors being multiple to each one to choose the aesthetics.
Architectural grass is a Cinema4D tag to simulate grass withing an object and it allows you play with options like wrinkle or bend, etc.
Using Twinmotion's lawn leaves too many bald spots and I don't get the same effect on the tint that your picture shows. Only the highlights of the blades are tinted, the rest remains green. That's why I was wondering if there's a better way whether it's within Twinmotion or importing it somehow from C4D.