Author Topic: Grass Kit III for C4D and Corona render  (Read 7997 times)

2018-06-01, 10:40:45
Reply #15

leo3d

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thx x2

check my last edit post about orientation scatter and wild grass
« Last Edit: 2018-06-01, 10:45:02 by leo3d »

2018-06-01, 12:06:44
Reply #16

BossCo

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thx x2

check my last edit post about orientation scatter and wild grass
wow... thanks for noticing this... I've fixed it now. Please send me message on CGtrader and I will send you new updated version

2018-06-07, 12:50:09
Reply #17

kraphik3d

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I rather wait for grass integration to corona than try to fix it with some extra kit.

2018-06-11, 20:42:08
Reply #18

menano

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This looks very interesting!

Have you worked with laubwerk surface spread? If so, what are your thoughts on scattering with it VS with mograph?

2018-07-07, 18:51:59
Reply #19

ps

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Hi there,

Does anyone know if there is a way to prevent the clones appearing outside of the defined surface? For example a sidewalk next to a lawn would look like the attached image in my case - but I would like the grass to stay inside its polygon and not to grow on the sidewalk...

Thanks a lot in advance!


2018-07-08, 16:08:11
Reply #20

menano

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Hi there,

Does anyone know if there is a way to prevent the clones appearing outside of the defined surface? For example a sidewalk next to a lawn would look like the attached image in my case - but I would like the grass to stay inside its polygon and not to grow on the sidewalk...

Thanks a lot in advance!



Poly selection or vertex map?

2018-07-09, 08:25:42
Reply #21

nkilar

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Hi there,

Does anyone know if there is a way to prevent the clones appearing outside of the defined surface? For example a sidewalk next to a lawn would look like the attached image in my case - but I would like the grass to stay inside its polygon and not to grow on the sidewalk...

Thanks a lot in advance!



I usually solve that by having smaller patches of grass. That in turn slows c4d down considerably - not to mention the preparation times.

A really cool solution is what Forest Pack for 3ds Max has where it just cuts of the grass with a shader (I think). So basically as soon as its over the boundary you can't see it, period :)

2018-07-09, 11:34:16
Reply #22

maru

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Hi there,

Does anyone know if there is a way to prevent the clones appearing outside of the defined surface? For example a sidewalk next to a lawn would look like the attached image in my case - but I would like the grass to stay inside its polygon and not to grow on the sidewalk...

Thanks a lot in advance!


Not sure if this is supported in C4D, but in the 3ds Max version you can use Corona Distance map for this (see https://coronarenderer.freshdesk.com/support/solutions/articles/12000017221) - basically you need to plug a Corona Distance map into the grass material's opacity and set all colors to white except for the "color inside". The "color inside" should be set to black, and the distance should be calculated from some kind of "cutter" geometry, like a large box. Any part of the grass blade that will be inside the large box, will be transparent.

2018-07-09, 13:52:06
Reply #23

beanzvision

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I've found the VertMap Affect Scale slider in Forester to be good in this case. As Nkilar mentioned, It works in the same way by reducing the size model when nearing the edge of the vertex map.

2018-07-11, 10:52:21
Reply #24

ps

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Thanks a lot for the answers guys!
Talking about BossCo's Grass Kit in particular, to me it sounds like the "poly selection" slot seems to be meant for these kind of tweaks. Does anyone know how it works, what it can do and how to use it? Or is there any way to make it work as some kind of cutting edge for the clones?

2018-07-11, 15:01:25
Reply #25

menano

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You probably have to make a selection of the polys where you want the effect to appear, and insert that selection tag in the poly selection slot

2018-07-11, 18:06:15
Reply #26

beanzvision

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Thanks a lot for the answers guys!
Talking about BossCo's Grass Kit in particular, to me it sounds like the "poly selection" slot seems to be meant for these kind of tweaks. Does anyone know how it works, what it can do and how to use it? Or is there any way to make it work as some kind of cutting edge for the clones?
You might be best contacting the creator? I don't have the plugin so I don't know how it works.

2018-09-21, 14:51:05
Reply #27

kraphik3d

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usually problem using hair in cinema 4d that you end up a grass that looks bit like carpet. Perhaps grass kit makes it more improved

2018-10-09, 12:32:03
Reply #28

alekba

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Quote
  usually problem using hair in cinema 4d that you end up a grass that looks bit like carpet.

 
 In reality grass is a bit like carpet :p Different length, size, orientation, density, color etc. Even on soccer fields you can see lot of diversity :)
 Maxon do not touch hair long, long time, but cinema system is very capable and easy to use. Watch couple videos about Maya - Max.... heh, in C4D everything is much simpler.
Play with options in material settings, vary density, length, size, rotation, color. Also can lower gravity and play couple frames, just to get more natural look.
 Anyway geometry always give better result, but you can combine @ BossCo grass with hair. Real geometry for grass close to camera and hair for distant.
 Two quick examples, render with C4D native renderer. One more perfect, one more common ;)

2018-12-28, 08:42:05
Reply #29

kraphik3d

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I don´t know if it meets professional level of realism used in the arch viz.
Good for hobbyists but lacks texture details like blade color variations. See vp real grass.
https://www.vizpark.com/shop/real-grass/

I get instant comments from design lead if my grass is produced with low quality material and
looks too artificial.
It´s one thing you cannot overlook in archviz.

Keep it up anyway.