AofA Grass Shader question

Jay Jay_1264499Jay Jay_1264499 Posts: 298
edited December 1969 in New Users

Hi

A little while ago I purchased the fantastic Grass Shader by Age of Armour, firstly, brilliant item. But I have a question. How could I use it to create patches of grass and variable density? Thought I could maybe apply it to some various sized planes to simulate patches etc but unsure how I can mimic where grass thins out and decays.

If anyone has any ideas I would be very grateful

Thanks

Jay

Comments

  • TotteTotte Posts: 14,098
    edited December 1969

    You would need to have different material zones, one for grass and one for "ground". Tricky if you want them smoother. you can use a plane with might polygon density and then use the polygon tool and select polys and move then to a new surface.

  • GoneGone Posts: 833
    edited December 1969

    You should be able to do it with geometry shells and opacity maps.

    Create your ground plane and give it the ground texture. Create a geometry shell of the plane and apply an opacity map. White will provide full density, black no density, and grays should provide partial density.

    For different grass lengths, make another geometry shell with different length settings for the grass and an opacity map to control grass placement.

  • Jay Jay_1264499Jay Jay_1264499 Posts: 298
    edited December 1969

    Sorry for the late reply, had a stupidly busy day today. Thank you both for the replies and suggestions. I shall be giving both methods a try

    Thanks again

    Jay

  • staticstatic Posts: 325
    edited December 1969

    Got a 'stupid' question...
    How do you 'create a geometry shell'?
    I don't understand this reference. What is this shell, and what does it do for me?

  • Richard HaseltineRichard Haseltine Posts: 102,770
    edited December 1969

    Create>New Geometry Shell, with the thing you want shelled selected. It creates a second copy of the mesh, by default slightly offset, which can have different materials from the main item - it's useful in any situation where you want an overlay, and can also be a way of varying repeating items without having to have a full new version.

  • staticstatic Posts: 325
    edited December 1969

    Thanks.
    New question:
    Can this new item be moved away from the original and use the same morphs, like to populate a scene with multiple people?

  • Richard HaseltineRichard Haseltine Posts: 102,770
    edited December 1969

    A Geometry Shell, like an instance, will always have the same shape and pose as the original - but you can move it and scale it as a unit, apply a push modifier to change its size in a different way, and apply different materials so yes to some extent it can be used to fill out a scene.

  • staticstatic Posts: 325
    edited December 1969

    Interesting. Thanks Richard. I am going to start experiment with this right away.

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