I just started learning Geometry Nodes and this is my first attempt at realistic grass, it’s just a rough and ready test render. I must say I love the Geo Nodes workflow and I’ve only just scratched the surface of what’s possible.
That is very nice.
So explain what and how you did it!
Tomorrow when I’m less hungover
You’ve even got some random sway in the grass as if it is blowing in a soft breeze. Very nice! Looks great. Almost hard to tell it’s not real. Just needs more color variation and perhaps a bit of subsurface scattering, perhaps some translucency and I think you’ve nailed it.
I love this! I am hoping to learn to use those. Many people around mentions them and I cannot wait . Which course are you following?
It’s a Udemy 3D environment course by Rob Tuytel which I’ve just started.
A word of warning though the course used a lot of 4k textures so unless you have a good rig you’ll need to use lower res textures, to be fair the content isn’t aimed at game engines.
Thanks for the feedback!
I already implemented translucency, it’s probably not very obvious with the quality of the render and I haven’t done anything with the lighting other than the HDRI and a sun lamp.
Good shout on the colour variation. I found a neat way of adding some randomness to the colours using a colour ramp, object info & mix color nodes.
Anyway we´ll see how it all looks when I complete the scene!
So in terms of approach:
- I modelled the grass, weed & flowers using 4k textures
- I created some grass, flowers and weed patches with the 4k assets above using Geometry Nodes. The animation for the blades is handles by the Geo Nodes.
- Finally I created the terrain by adding the patches to a displaced plane, again using Geo Nodes.