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
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
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
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.
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?
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
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.
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?
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
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
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!
[7:49] if you can't find the hair area, it's actually now called "Curves".
Hope it helped :)
Omg thank you ive been looking everywere for an answer haha
For anyone stuck at 14:30 Separate HSV is in the Separate Color now
ALSO HAIR CHANGED TO CURVES
Add-ons Node: Node Wrangler to enable crtl-shift left click to create a viewer at 3:46.
This is the best grass shader that I found on UA-cam, you explained everything in detail while being concise, awesome work dude!
Thanks, I'm glad it was helpful to you
Amazing tutorial.
I love how you explained every step without dragging on.
Incredible tutorial. I love your ability to succinctly describe the reasoning and function behind each step.
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
Thanks, I didn't know about that. I tried using a model before but couldn't get it to work, I'll try your method
@@astrobeef8231 it's the same thing what pierrick picaut uses in his stylized grass video , just check it out once I will link it here
@@astrobeef8231 ua-cam.com/video/RjDyR_lIWm4/v-deo.html
This is the comment i was looking for! Im gonna try replicate in Unity using grass patches, hopefully its achiveable
Love that you explain the /why/ to the best of ur ability, not just what to do. Thanks, this is really cool!
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
Hotkey for notes is: CTRL + J . Just select the node(s) you want to add a frame around. Enjoy everyone ^^
This is a gorgeous shader! Thanks for sharing!
You sir. Deserve all the subscribers in the whole world. This was a TOP NOTCH tutorial. Keep up the good work!
short and to the point, thanks
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 !
thank you very much. Worked just as well with geometry nodes.
Quite epic, this would look cool on some trees
Epic idea, I'll mess around with some leaves
Wow, this is actually amazing!
mate ur grass work really well in my laptop, thank mate
If anybody is struggling to find the "Hair" strip setting in render tab, its still there but renamed under "Curves"
You are a life saver. Thx very much for that
Thanks for this. Quick, to the point and amazing. Awesome.
4d on textures basically acts as a seed to randomize it
That's awesome, I looked into it more after I read your comment, and it seems like a better solution to the method I used to randomize the texture
awesome stuff man
Thank you very much!
You saved my life!
nice tut. keep it up. i like your method.
explain everything firts, for experience users. then expalin step by step for beginner users.
the best.
Excellent tutorial. Thank you sir.
thats really good!! thank you!!!
Thank you so much!
Thank you for this. I really tried to replicate this in Unity Shadergraph with no success..
Shame it really was what i was going for
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
@@astrobeef8231 I agree, the depth of this tut is great.
You the Man!
Great video.
really great teaching style you have another sub :)
Dude you helped me a lot thanks for such content. Very simple and clear. Like, subscription.
I support
My guy you need to make more Blender tutorials.
My dude I just made another one 3 days ago
The most recent version of Blender does not have a viewer, but there is another node that does the same thing. The (Emission) node
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.
Thanks, I'm glad you liked it. It's hard to say without seeing your nodes. Did you switch from Eevee to Cycles?
ya i saw the shauder i always ask my self how is there cloth moving sot this is it nice one
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?
Very cool! Any chance you could also share tips/tricks how you made the grass in the thumbnail?
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
You're a fucking legend mate.
Anyone know how to get this into UE5? Mine just becomes a white plane when exporting it.
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.
I had the same issue. Make sure you're using EEVE and not cycles as your render engine! Hope this was helpful!
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 great, would this be something you'd import into Godot? Or is that not how this works?
Hey man, any chance you could share nodes for the rocks?
does anyone know a way to make this shader scale correctly when changing the planes size?
Great tutorial btw
my shadows are inverted?
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'm having the same issue, I don't think you can transfer (bake) shaders done in Eevee.
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
Thank you Subcribed, i hope you'll make another stylized shading tutorial
Thanks, I'll definitely make more in the future
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
Is it possible to do a stylized grass like this in cycles?
great video btw 🙌
Hello! Fantastic tutorial!
The emission of hairs is no longer making shapes like grams in the most current versions, is that right?
can you apply wind and a line art effect on the grass?
how do you get the round shape in the tip? I tried changing the params but I can't get them like you do
Do you have a PHD in shaders? +1 follow
Thank so much for this! Is there a way to make the grass like in the thumbail? I can't achieve it
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
Im trying to make a picnic scene with these grass tutorial but how do i make it so that the grass doesnt stab through my picnic cloth
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
Wanna see a rock tutorial bro
hello, can i import this grass into unity engine? ? If yes, how? Thanks .
No you can't
Is the hair shape type available in blender 2.79 ? And if it’s there where can I find it
Curve
what would i have to do to add more colors to the musgrave texture
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!
@@astrobeef8231 nevermind i was just being a fool
@@doro8274 Sorry, been out, glad to hear you got it working