I wonder how to create realistic grass in less time as possible. For me something to be realistic is about having variation of color and size as big spots, like in real world. With foliage I can use al the models I want, but considering that lumps of grass are always little, it uniforms too much and the result is not realistic. I thought about creating large lumps with variation but it is a problem where the lawn is steep or there are pools and other cases. The only solution would be to paint manually using different models color, size and height, but I think this should be done automatically, using some sort of height map to apply to the whole lawn, changing variation of models still based on the height map. Would be nice some way to do that without losing sometime even hours…
Yes.
No
You can do this kind of thing, clumps are different patches of color, but you need to spend time on it.
This product has you covered for the colors
If you want just random clumps to be different size, of course, just use the foliage tool ( or landscape foliage ). But if you want groups of clumps together, then you’ll also need to do some material programming in the landscape material.
Thank you! I’d like to explore it, but it’s not compatible with 5.1
Yeah, it is, they just haven’t updated it yet. The example level won’t run, but the material ( which is what you want ) works fine
If you say it works I will give it a shot. I’ll update about it
This is also good, very efficient, but you have to tweak it a bit to get the variability
Do you know if both work with nanite meshes?
Nanite didn’t exist at the time they were made.
I wouldn’t worry about it, frankly.
If you’re making a small lawn, it won’t make any difference. If you’re doing a section of countryside, you’ve got your work cut out either way.