How to use VRay in 3dMax to make real grass effect?

In today's tutorial we will learn to create a realistic grass field using VRay for 3dMax.

Grass is an important element in natural landscape scenes, so how can we make natural and real grass in the simplest way? Comparing the following two pictures, it is not difficult to find that when we are making grassland renderings, perspective can be realized through texture maps, while close-ups require physical models to create a sense of reality. Of course, the hair system that comes with 3dMax can be used to make close-up grass models and large-scale wildflower models. The main software used is 3dMax and V-Ray, PS.

1. Grass shape

First of all, we need to make a separate grass, we use a grass as a reference for model making. After creating the patch, we edit the polygons, continue to split, and slowly adjust the shape of the grass.

Create flat objects

Adjust to the stem shape of the grass

Continue to add segments to facilitate bending deformation.

The shape adjustment of the leaves is completed

Affects axis measurements only, center object, move to grass bottom, rotate axis orientation so ready for bend command

Adjust with the bend command

Duplicate some grass with different bend and twist operations. Since the law of grass growth is rather random, we tried adjusting the grass for different curvatures and sizes. The model of the blade is made, so it is convenient to draw grass for a while.

2. Make grass blade texture

Next, we made a grass texture in photoshop, created a 1000X111 size picture, and then used a piece of grass material as a texture, buckled the part of the leaf, dragged it into the picture we created, and tried ps to make us Want the color and texture of the foliage texture you want.

Next we use unwrap UVW to expand the model UV, and then map the leaf model. Then duplicate the model and make some edits to the duplicates to make them look different.

3. Advanced Drawing

Below we draw a circle as a reference ground, and then convert it into an "editable poly".

Use the plug-in advpainter, which is specially used to place objects randomly, such as flowers, hair, etc. Add the grass you just made to the plugin, make some numerical adjustments, and draw.

Click Paint to draw, and then we need to select the ring just created, it is easy to draw a piece of grass like a PS brush.

To avoid taking too many points, we can edit the polygons, then export the v-ray mesh and save the file.

4. Fast Terrain

Create new scenes and quickly create terrains.

After the plane is edited into an editable polygon, draw the deformation, then assign a soil material to the terrain, and import the haystack model just created.

Now we start using the Multiscatter tool to plant the grass. This plugin can quickly create large meadows or forests.

Now combine all the objects into one default object, and reassign the pickup ground inside.

Add the two v-ray meshes we just prepared to export the objects. Set the number of distributions, set the two hay objects to different shapes, assign different colors. The way the points are displayed and the intrinsic color of the objects will make the whole scene appear more clearly. So we will arrange the grass, and you can try different values ​​to see the effect.

5. Scenario test

Use v-ray physical camera and vraysun to debug the scene. For the close-up part, we need to partially reinforce the ground to make the grass and the ground more integrated.

When using the Multiscatter tool to grow grass, if the terrain is too large, you can use the boundary line cutting tool to reduce the grass distribution area and only show the part that the camera can see. This form is very practical for dealing with large scenes.

Hope this tutorial helps you.

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Origin blog.csdn.net/mufenglaoshi/article/details/130695020