![]() The density will range from white regions having the most density to black regions having none.ĭefines the maximum length (the default value generates a relatively short blade) and width (at the root of the tapered grass blade) of the individual blades of grass. The effect is a more realistic, blotchier appearance. To simulate a denser effect, try using thicker and longer blades instead of increasing the density value.Ī grayscale texture can be loaded here, which will define the grass density according to the texture’s grayscale values. Note: Because of the effect on render time, keep the density value low. To be more exact: a value of 100% will generate 1 blade of grass per 5 surface units (on a surface that is 10 cm square, this would be approximately 10 * 10 / 5 = 20 blades of grass). Note that increasing the Density value will lengthen render times accordingly. The Mix Strength value can be used to seamlessly mix this effect with the gradient’s colors.ĭefines the number of blades of grass that should be dispersed across a given surface. The blades of grass will assume the color of the texture. The texture is assigned to the grass using UVW mapping. ![]() ![]() You can also control the color of grass using a texture. ![]() See Defining Color and Brightness Values and Adjusting Gradient Parameters. This color gradient defines the color from the root (left) to the tip (right) of the grass blade. ![]()
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