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Free grasstextures for Maxwellians

Posted: Fri Apr 24, 2009 4:23 pm
by Maximus3D
Spotted this link today.. could be of use for some of you guys who are into grass.

http://www.obsidiandawn.com/grass-transparent-pngs

/ Max

Posted: Fri Apr 24, 2009 5:57 pm
by Leonardo
I would be very interested in seeing some rendered grass from maxwell gurus, as I find it very difficult to come up with something satisfactory :lol:

Posted: Fri Apr 24, 2009 7:00 pm
by m-Que
Thank you very much, Max! 8)
BTW: You're right Leonardo; it would be great to make a "Grass" thread and place all the grass renders in there - bump, clipped, displaced etc. - simply all of them :)

Posted: Fri Apr 24, 2009 7:15 pm
by Leonardo
this is what I want:
http://forums.cgsociety.org/showthread. ... ge=1&pp=15

can someone do it in maxwell??
the whole "you can not have: instances intersecting instances/ instances intersecting geometry/ instances and clipmaps"... is really making mad! There is no work around :?

Image

Posted: Fri Apr 24, 2009 7:17 pm
by Maximus3D
Leo: I now promote you to a Maxwell Guru :) congrats! now get started and create some kickass grass materials & renders.

mQue: You're welcome :) but why not start such a thread and get people to post their examples and tests, perhaps if we're lucky maybe we can wake up the betatesters to get them to post their ideas and creations.

/ Max

Posted: Fri Apr 24, 2009 8:13 pm
by Leonardo
Maximus3D wrote: mQue: You're welcome :) but why not start such a thread and get people to post their examples and tests, perhaps if we're lucky maybe we can wake up the betatesters to get them to post their ideas and creations.

/ Max
You can Do it!

Posted: Fri Apr 24, 2009 8:20 pm
by Bubbaloo
I'm still searching for the best way, too. I like clipped grass planes, but clipped intersecting instances... you know. I've also had some limited success with instancing modelled grass blades, but once you get over 100,000 instances, Max becomes very slow at exporting the mxs. It's good for small / up close areas. I've even modelled the blades with small thickness and used SSS to a decent effect. I think if it wasn't for the instance intersection thing, grass in Maxwell would be much easier.

Posted: Fri Apr 24, 2009 8:20 pm
by Maximus3D
Leo: No human i'm aware of can recreate that, especially not with Maxwell. I can't do it :) i can guarantee you that much.

Leo (again): :D nooo.. YOU can do it! you're a thread-starter kinda guy. Or we just let Bubba do it.. :) what do you think about that idea Bubba ?

/ Max

Posted: Fri Apr 24, 2009 8:21 pm
by Bubbaloo
See above post. :P
I must have barely beat you posting...

Posted: Fri Apr 24, 2009 9:02 pm
by JDHill
Bubbaloo wrote:I've also had some limited success with instancing modelled grass blades, but once you get over 100,000 instances, Max becomes very slow at exporting the mxs.
You don't want to do this. Every instance is a discrete 'thing' which has an identity, and it takes both memory and disk space to maintiain this identity. Moreover, during export, there is alot of work that has to be done in the name of establishing all of those 100,000 identities. Much more time than it takes to just spit out scads of nameless x/y/z data. So the better strategy is to model a group of objects (i.e. join a bunch of blades of grass into one mesh), then instance that as necessary. The size of the group vs. the number of instances is going to be scene-specific, as regards what gives you the best results in terms of flexibility, memory, and export time.

Posted: Fri Apr 24, 2009 10:46 pm
by Leonardo
has anyone started a treat already?

edit- http://www.maxwellrender.com/forum/view ... 701#296701

Posted: Sat Apr 25, 2009 12:48 am
by Bubbaloo
JDHill wrote:
Bubbaloo wrote:I've also had some limited success with instancing modelled grass blades, but once you get over 100,000 instances, Max becomes very slow at exporting the mxs.
You don't want to do this. Every instance is a discrete 'thing' which has an identity, and it takes both memory and disk space to maintiain this identity. Moreover, during export, there is alot of work that has to be done in the name of establishing all of those 100,000 identities. Much more time than it takes to just spit out scads of nameless x/y/z data. So the better strategy is to model a group of objects (i.e. join a bunch of blades of grass into one mesh), then instance that as necessary. The size of the group vs. the number of instances is going to be scene-specific, as regards what gives you the best results in terms of flexibility, memory, and export time.
Thanks, that's a good tip. :idea: Also, it might be helpful if this process of exporting mxs with instances was multi-threaded if there is so much work being done at the time.

Posted: Mon Apr 27, 2009 8:55 am
by Hervé

Posted: Mon Apr 27, 2009 3:41 pm
by Bubbaloo
LOL, have you tried to cover a large area with it?

Posted: Mon Apr 27, 2009 5:31 pm
by Hervé
sure a golf course won't do it.. but for a small house .. in front yard.. maybe..? :? :wink: