Realistic Grass - Geometry Nodes

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.

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That is very nice.
So explain what and how you did it!

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Tomorrow when I’m less hungover :sweat_smile:

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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.

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I love this! I am hoping to learn to use those. Many people around mentions them and I cannot wait :heart_eyes:. Which course are you following?

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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!

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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.
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