Thank you for the in depth tutorial, I added TextCoord/Mapping in my Noise Texture and Combine XYZ for vector values so I can simulate wind/clouds from afar, especially with an isometric view
If you want to use any other object (grass model) as particle , just use the same material for the grass model , use texture coordinate from object and use and empty object . so the plane and the particles will blend together and if you scale move or rotate the empty object , it will change the texture. also dont forget to connect the mapping to both musgrave and noise Nice tutorial dude , finally made the stylized grass
This is truly the best tutorial ive seen on toon shader in general haha feels so neat with frames and then the whole "group input" none of the videos I've seen mentioned it so pretty cool to know what its for and how to use. Thank you !
Dudeee...! How come you have so few subs? There are many stylized grass tutorials on youtube. They mostly just tell you what to do and leave out the "why". You've explained what to do, how to do, how to keep it organized and neat, how to tweak to our liking and how to re-use a complex shading method on other scenes with just a few clicks. You've got a new sub! I look forward to more stylized/toon/anime style environment and modelling tutorials. If anything, I'd turn the mic volume up while recording. I had to turn the volume up quite a bit to hear you. Other than that, this is an awesome tutorial.
I appreciate it, my goal was to go a bit further into the “why” and polish it as if I was going to use it in my own project. I agree with the mic, it’s my one regret after publishing. One of these days I’ll have another tutorial for you lol
Yeah, I just played around with the particle settings described in the video (diameter, height, etc.). Sorry I don't have more advice than that. If you're not able to get a similar effect I can post an image of the settings in this description or something
Hey man, thanks for the tutorial, really great! Subscribed already! I had a problem while making this, the shadow stopped working at some point, I don't know what I did wrong. The nodes look exactly the same.
Do you have any advice on how to make larger grassy areas? Your settings work really well for small patches. My guess would be that I should bake/ apply the modifier and distribute multiple planes around with mirrors or something?
This is really cool, I just have one issue with the grass overlapping other shapes, or going through them, since when it's set to "Children: Simple" it seems like they don't stay contained to the emitter very well when you increase the radius. If Children are set to "Interpolated", it gives you more control, but the noise color doesn't show in the grass as nicely. Any ideas on how to handle that?
Thank you so much for the amazing grass tutorial! I wanted to use a version of this in a Unity project but I wasn't sure how to get about trasnfering Blender shaders to Unity since i'm a beginner. Can you lmk if there's any way for me to do that? Thanks and great video :)
I think there's a way. You have to export the texture in the UV Layout as an image. Then, you import those images in your unity project and put them in their correct channels (normal, albedo, metallic, etc). I hope this help you! It's difficult to explain it in a comment
Thanks for this tutorial! Everything great till I get to "shadow mode : none", for whatever reason has no effect and shadows continue to cast between blades.
The three tones of grass was just done in photoshop, but you could do the same by dividing a mesh between three materials. If you mean the grass style, I got there by experimenting with the hair properties. I don't have it saved so I don't know the specific values
There's probably a better way to do it, but the first way that comes to mind is to use vertex groups. It's a cheap and easy way to get the result. There's plenty of tutorials on vertex groups, but essentially: assign a vertex group on the grass object beneath the picnic cloth. Then invert the selection and make that a new group as well. In the particle system, there's an option to change properties by vertex group. Assign the 'length' to the inverted group (the group not under the cloth). Hope that helps
A ton of ways to add more color, but the first method that comes to mind: Rather than plugging the factor into a 'MixRGB' of two colors, you could plug into a 'Color Ramp' with as many colors as you like
@@astrobeef8231 interestingly enough it seems to be having some trouble with the lighting data. to describe, it's casting a shadow independent to any light i try and add which causes a sort of double shadow effect where one shadow is stylized and the other seems to be normal. thank you for responding!
Hi! When I put the particle generator and hair they tilt to random directions they don't go straight up and I can't find a way to fix it! If somebody could help me please