The reason why objects need to point towards the Y direction is because blender uses that as the forward vector direction. When particles are projected from an object they point straight away from the face normals. Resulting in the Y vector pointing away from the object.
@@grabbitt I am actually facing an issue, whenever I'm moving, grabbing, sizing etx, it is moving 1m to any side, idk i can send a screen record if anyone wants it. pls help
You manage to teach so much while still having tutorials that aren't incredibly long. I really appreciate it. There are a lot of great ones, but I think you are my favorite Blender teacher I have found. And you are very pleasant to listen to and make things easy to understand!
you need to apply transforms on to the object resting all the rotations scale and position before adding the particle for the grass and you grass will not ley down
Hi Grant. I wanted to take a moment to say thank you for your great tutorials. Not only am I learning a lot, but they are helping to keep me sane during this challenging time. 🙏
Thanks for sharing, Grant. Your work is very important for the community. :) To clarify the confusion with the rotation: It is caused by the different orientation references, each with their own X/Y/Z coordinates with rotation and scaling. There are the world coordinates, which have the highest hierarchy. There are the particle reference coordinates which are the final target of the model. There are the global model pivot reference coordinates, which is a container of the model coordinates, and are transformed into the particle reference as childs according to the random settings. And finally there are the edit mode reference coordinates that control each vertex within the pivot reference, which have the lowest hierarchy. The calculation respectively transformation between the references always follow the order of the hierarchy: Edit mode coordinates > pivot coordinates ( > target coordinates, like particle system) > world coordinates. What happened was, that you started with a plane from the top view which you rotated to a front view. You rotated the pivot reference to X or Y up. But the particle system only considered Z up for the pivot. What you did to compensate this was to change the lowest reference in edit mode back so that your original plane orientation became the Z up again. In 3Ds Max there is a function, which deals with this kind of situations. "Reset Xform" transforms all edit mode transformations and pivot transformations to the world coordinates. The result is a "what you see is what you get" and your coordinates match across all hierarchies. I don't know if there is a compareable function in Blender. What you could do in the future to avoid this situation is to not rotate the pivot if you want to use a particle system. Instead rotate in edit mode from the beginning. :)
Thank you! This tutorial clarifies so many things to me - not necessarily related to grass, but other objects too. Awesome as all your other tutorials!
Great tut and I love that the time is taken to explain every step and the repetition. Sadly my computer struggles with particle systems but lowered the count in view port and stopped it bursting into flames.
Your tutorials are so good i am just starting 3d but learning so much just some of them are too old or old version which is complete different so it gets confusing sometime but all recent ones are really helpful ty ❤️
Yes! And Its true when they say you only learn as much as YOU choose to learn... meaning, you can literally learn 3d completely off of RU-vid, its up to you how much you let/ push yourself to learn. It took me less than a year to learn Blender to a point where I can produce good 3d projects using the correct work flow. Im constantly watching and looking up all kinds of videos, even slowing down people's 3d time lapse videos to see their techniques and learning how I can use the same or similar or thinking of my own ways to go about what I'm making in 3D. Grant's videos helped me the most when it came to learning texturing and when it comes to video game model creation guidelines. I've learned so much off of RU-vid its insane! My goal was to create characters and I'm currently working on one. I never thought i could come close to being able to make characters when I was making smaller things like game props or just visually pleasing projects of random objects, etc.
You don`t need to do that rotating of the object ninety degrees, to get it to stand up on the plane, you just need to go the relations setting in the tab with the orange box and set the tracking axis to z+
Good video & nice explanation of issues. Well done! If I can have 1 suggestion that would be that not all grass blades needs to curve downwards, you may leave a few pointing up. This system is good for blender scenes, but just a note for those who plan to make foliage for games: that's needs a different approach (texture plane, cut-off sections, clumps of grass, weight painting etc. depending on the complexity, distribution will come from a foliage system or grass layer, not a particle system. Most of the elements shown here are very useful with game grass creation as well, so everyone who wants to make a game grass should study this well).
I love your voice, especially the Pythonesque "for all your foliage needs" Really like your videos too, 😄. I've lost count of how many I've watched at this point.
Grant, thank you for all the great content. Your videos are well thought out and you have a fantastic teaching style. I am wondering how you would approach creating flowing water as a solid object without having to use animation. This is still pretty new to me and I have no idea if what I’m asking has any merit. I do a tremendous amount of Cnc work and recently started learning blender the help open up new possibilities. I currently do all my modeling/toolpathing in Vetric aspire, but I can see how blender will better allow me to express my self in certain areas. Looking forward to your new videos! Thanks again !
My set up is not that great when it comes to things like this. Which would you say is easier on the system, particles system approach? Or geometry nodes approach?
Always gonna love and watch your videos, even though I have progressed through the basic/fundamental stuff :) just wanted to ask was there a specific reason for not use render as a collection for all the grass meshes? easier to randomize or?
How would you use this in a game? I am quite new to making game assets. This makes for a lot of faces. Is it appropriate for use in this form as one object, or is there some kind of blender magic to make a plane look like it has a thousand grass strands on it?
Im not sure if this is valid, but blender doesnt seem to batch particles so this is a problem if you want to create a huge field in blender. Maybe others dont have this problem but my blender becomes extremely laggy. Works well for small areas like this video though
So it's not possible to duplicate a particle system :( That would be nice if you did not have to go through the same steps to set up multiple systems. Obviously you do need to change the randomness for each system to get organic looking grass but there are so many steps that it would be good to be able to copy the base settings.
besides the first low poly model, the other type of grass does not work in-game engines, do they? thanks for the tip btw, very helpful for making blender scenes though. Just not sure how to do a similar thing in game engines.
Some techniques is to use a PNG image of your grass and have it on a flat plane then use the flat plane in the particle system. Make the material of the plane transparent and only show the image. This saves you alot of poly rendering. Or you can still use this method but have less faces on the grass and not as thick of an amount of it and utilize a good culling method. Use a layer system of culling. Have grass around the player load in thick and as the player gets further away from the grass the grass unloads a layer and renders lower poly versions of the grass. Grass rendering in games is a challenge that requires alot of messing around and experimenting. - Game developer for 5 years.
Thank you for the tutorial! Does it make a difference in terms of processing power whether you use separate particle systems for each grass clump, or put them in a collection and only use one particle system?
I find the whole rotating the grass so it points upwards extremely confusing. I can only get it to work every third try. Don’t know what the problem is.
How to recolor that using image texture ? If im using the default hair shape the color is possible to change based on the plane texture, but when i changed the default hair shape into my own grass model the color dont change based on my plane texture. For example i want to put logo into my grass like NFL Football
Can you not just apply the rotation to the original clumps of grass, which would set the X/Y to 0 since you're telling Blender that the position it's in is the default? Seems to me that the particle system is setting the rotation to 0/0 while your clumps have different numbers, but it you apply (save) the rotation to the objects the X/Y on the object should default to 0/0 (like applying scale) which would stop it conflicting with the particle system.
@@grabbitt I gave it a try just to be sure, you are right it's not the rotation. the orientation in the particle settings (under rotation) fixed it, but for complex emitter shapes or curved surfaces rotating them just like you did works better.
I am actually facing an issue, whenever I'm moving, grabbing, sizing etx, it is moving 1m to any side, idk i can send a screen record if anyone wants it. pls help @Grant Abbitt
Great vid. I have a question for anybody. Why do you need to apply scale etc to objects? I am not an expert user, but have never come across a time when Applying should not be done.
The short answer is you get nonuniform application on the transform of the object when a modifier is applied, ie, you will get a different amount of the modifier applied in X,Y,Z direction instead of the same amount.