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Old May 11th, 2006   #1 (permalink)
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Default New Mental Ray grass displacement tutorial

Since the existing grass shader on my site is starting to show it's age, I thought I would share one of my more current methods of displaced grass. Here's the link: http://jeffpatton.net/MR_Grass_displacement.htm
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Old May 11th, 2006   #2 (permalink)
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Default Re: New Mental Ray grass displacement tutorial

Thanks for sharing, a pretty sweet effect for a common need in Arch Viz
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Old May 12th, 2006   #3 (permalink)
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Default Re: New Mental Ray grass displacement tutorial

Tnx Jeff,

Do you know about a limit of how large the surface can be with your grass?

Have you experimented with depth falloff to save rendering time on not having to displace at larger distances?

rgds,

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Old May 12th, 2006   #4 (permalink)
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Default Re: New Mental Ray grass displacement tutorial

Hi Jeff,

I've checked your new tutorial. It looks great and simple.
I have a question about your render settings though.

Why do you set FG max and min radius to the same value? I've read that these should be 10x apart, basicly 1/10th and 1/100th of the scene diameters.
What are your findings upon these values/rules of thumbs?

rgds,

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Old May 12th, 2006   #5 (permalink)
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Default Re: New Mental Ray grass displacement tutorial

Quote:
Originally Posted by nisus
Have you experimented with depth falloff to save rendering time on not having to displace at larger distances?
Yes, at times I use various materials to control where displacement occurs on large objects. No sense in having a displacement calculation when it can't be seen (behind objects), or won't be noticable simply due to the camera distance.
Quote:
Originally Posted by nisus
Why do you set FG max and min radius to the same value? I've read that these should be 10x apart, basicly 1/10th and 1/100th of the scene diameters.
As I briefly mention in the tutorial, the settings I used are just for simple/fast preview renders. naturally, the FG won't be super accurate, but for testing, it works well. And since I really only needed a touch of skylight for this scene I just left the FG at my test values.
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