For those on Step 3 who don't have Photoshop, you can replicate the displacement map in PaintDotNet with Effects > Render > Clouds, then Effects > Blur > Gaussian Blur, then finally Adjustments > Posterize. Play with the cloud density, blur amount, and posterize sliders to get what you like. Higher image sizes may require more blur.
Switched Step 3 photoshop magic to strong math logic nodes: VoronoiTexture + ColorRamp + (optional: Position + MultiplyVector) to mix with VoronoiTexture u can use Distance or Color. No need smash brush at PH :D
thank you soooo much for breaking down each step! i see so many tutorials that just say "do this" without telling me what it's for. this helps a ton for a total beginner like me
I've done my fair share of ghibli grass but very smart to bake normals from a deformed highpoly mesh. definitely trying it next time! A touch of glimmering highlights as the grass blows would be the icing on the cake. Otherwise probably the best Blender grass I've seen so far.
Your voice paired with that background music and this beautiful topic are just sooo calming and relaxing to listen to. I felt really immersed in this tutorial the whole way through and this was top-notch presentation. Love this, thanks so much!
subscribed and will try these when i get better pc i love making anime style stuff also thanks for sharing the files cuz most of the time when i follow the tutorial it doesnt go as planned :)
@@oblogames Well yes, when you're involve in these kind of stuffs you need to have some sort of troubleshooting skill. Things can go wrong very quickly if you missed something. That's why I lean more on helping viewers understand the principle, not so much as "do this and that..."
Ey trungduyng, thank you for your videos. I started using Blender instead of Cinema 4D and I'm enjoying so much, also your videos are SUPER usefull and very well made for new users. Do you know if there's an easy way to loop the grass animation? I only know to do that with key frames... haha
Thank you so much for making this! It's such a well done tutorial, with very clear step by step instructions. I was able to follow it to the end and I can't believe how pretty the grass looks! I really can't thank you enough, best grass tutorial I've seen so far, keep going! ❤
Hey, I had a question as a beginner. I tried making my own grass model, but i was confused when he mentions putting them into collections. Should the model be a single model in one collection, or the blades in separate collections? Sorry if that was confusing ;-;
if I have the time then I will create a cloud tutorial in the future. Right now if you're into tinkering then watch my anime tree tutorial, I created the cloud using the exact same pipeline, just using different texture/color.
@@J.ay.Wit might work, you can try. But when you scatter it on the displaced mesh, the result would look too realistic. The trick with this workflow is that the vertex normal from the baking process has a faceted look to it, making it really resemble how you would paint on paper. It is all about the niche visual feature of anime.
As someone who spent fair amount of time into making Ghibli style grass, let me crown yours as the greatest one so far. fantastic! I also loved the ones Rei have been making too. Both are phenomenal!
Ah man id love something like this in Unreal Engine.. Edit: WAIT YOU WERE REPLICATING IT 'FROM' UNREAL ENGINE LOL I think yours looks so much better than what Ive seen though, I might be inspired to try and replicate it
Underrated and extremely technically impressive. Your tutorial helped me understand a lot about vertex colors and how often it is used in game development.
I have a problem when I add bluish shadows. In your case, the shadows are applied to 'color patches,' but in my case, the shadows are applied to each individual instance of grass.
@@giovanni-gatto in your case it seems like the vertex normal baking process wasn't working correctly. I recommend checking the if the realize instance node is used. Or the data transfer node is applied correctly.
See this for definition: docs.blender.org/manual/en/2.80/scene_layout/object/editing/transform/control/pivot_point/index.html Also you'd want to set the grass blade pivot to the bottom, not the center. You can do that by position the grass so that the world origin is at the feet of the grass then apply transformation (ctrl + A then "all")
around 4:34 i'm having trouble, i followed exactly how you did in the video but im not able to paint that way you did. also when i subdivide it turns the shape into an otagon not a square with smooth edges
6:05 How is your paricles that dense even on density 10 on Distribut Points on Faces? I tried copying your sizes (but I have a chunky terrain), but mine only spread by a few :(. I had to do 1000 for my density to achieve your same effect
Is there a point trying out this tutorial with the bug on Blender 4.3? I cannot use previous versions as they crash my computer with the stability problems with Intel Core 14th gen.
one issue i had was that the faces were still being generated even when scale was zero (my scene total was 3 million faces. i managed to fix this by connecting the named attribute to a multiply node and then to the distributed points on face node! your tutorials are amazing, i'd really appreciate a more technical one examining ways to make scenes more efficient/eevee more efficient as larger scenes that have millions of faces and textures lag my computer to abysmally low fps which sorta makes it hard to do the live update color painting that you showed in the video unless i disconnect the realize instance temporarily to do the painting. i suspect I'm doing something wrong somewhere but I'm not sure :( regardless, i learn so much from you :D
@@SierraofTerra yes you're right, as I mentioned, performance is an issue here. This was not an out of the box feature in blender so you can only rely on workarounds or tricks. It will all come down to how optimized your scene is. I would divide the scene into sections and treat them differently. Close to the camera would get detailed and high quality, far away from the camera would get lower in grass density or replace completely with quad, even completely remove the "realize instance".
During the production process using 3.6, the view displayed everything normally, but when rendering the image, the scene was black, which was completely abnormal and there were no hidden issues. Some people said it was a problem with data transmission. Do you have any way to solve it for us? Thank you
if the view display everything normal then it probably because of extra object hidden in the scene, or modifier enable in scene but hidden in render. Check if there is any issue like that in the outliner or in the modifier.
Hi Trung, this is is absoultely amazing.....How do i do this in unreal 5.4 ? I dont even care about animating the grass...just care about steps 1-4........if you can point me in the direction of the right tutorials,i'll do the rest
@@jamaalsineke2405 in UE, you can use Landscape feature to create grass. The performance is great compared to this, but I haven't seen manipulating vertex normal using UE. If you want to learn more about grass in UE then I recommend checking out PrismaticaDev's 5 minute series. I learnt how to create grass from it. ua-cam.com/video/uUOcs20Dkcc/v-deo.htmlsi=yTakdw5tRq5QO6Ke
Hello. Thanks for the tutorial. I found it very useful. For some reason I am unable to get any shadows from other objects that I bring into this scene. I'm using 4.3. So my shadow settings are different from yours. How do I set shadows like yours on 4.3?
you're using 4.3 to open the project provided? you might want to check around if any connections inside shader editor got broken, I ran into bugs that disconnect stuffs when opened in newer versions.
@@trungduyng I just saw your description under the video. I guess from 4.2 upwards, the changes are a bit more challenging than I thought... Nevertheless, I did learn a lot from your video. Thank you.
@@BarbarosTheBarbarian well actually, you will only run into issue with synchronization in 10:43 if you're using 4.2 and above, other than that everything should work fine. Your scene should have shadow.
@@JayBacay i will, it just that the new blender version has issue with data transfer not being refresh correctly. Hope they somehow fix that soon enough. For now for this I need to stick with 4.1
@@gont1553 Since each grass blade has to contain individual information of vertex normal, high density of grass will slow down the scene. Also I copied the mechanic of lower the density of grass when it is further away from the camera, just like grass in UE5.
@@trungduyng Thanks for your support. I checked the positional information and scaling. Data Transfer is still not working, the normal information is coarse and does not seem to project well to the Grass gorund when transferred. I upgraded to blender 4.2 and it still did not work.
@@木内桜 hmm that is weird, there is no way I can know the reason without looking at your scene. I recommend downloading the demo scene and try to backward engineer your issue.
Im having a few issues when trying to follow the tutorial. When I add my geonode and make an instance of my grass, they are incredibly large and facing sideways. I made sure to make the pivot point at the bottom of the model as well as making sure it was facing upright. Any help on how to fix this would be greatly appreciated :)
@trungduyng thanks, and which transformation are you referring to? I saw you applied the shade smooth thing, as well as joining the grass blades and putting them into a collection. Is there something else I'm missing? Thanks again for the help too, I really appreciate it.
I followed everything and managed to get everything done. Only problem is for the Wind movement. It really slowing down my PC, when pressing "play" on the blender timeline, it is taking ages just to go from a frame to another (fps around 0.28). When you said "you can make adjustments" I was like " but I barely any movement since it's freezing haha". Do you need to bake the simulation movement, and if yes, how? Honestly, I could stop at the grass it looks already great. For you information, I have an i7 12650H and RTX 4060 Laptop GPU
There are many ways around this issue, most of them are workarounds and grease elbow solutions. On my "girl on the hill" scene they are also quite heavy, around 1 - 2 fps. When my fps are below 10s I don't even bother make the adjustment base on the viewport, I usually just render a few second in the viewport (View/Viewport Render Animation) to mp4 then check the result, then make adjustments then render again. And yes, it is cumbersome.
When I try it, the data transfer step doesnt work properly. Every particle seems to keep its normals, only the faces facing up towards the viewer take up the custom normals, but the faces on the particles facing down just get dark. How do I fix it?
I think you didn't turn on backface culling, go to viewport option (button on the top right corner of viewport, next to "viewport shading" icon), then check "Backface Culling". Usually this only applies on the viewport and will not affect your render.
when i open your given file in goo blender , the render animation or color looks not good as your vedio, but when i open this file in blender its looks same . tell me why i set eevee goo engine but not look good but in simple blender in eevee its look good
I tried to follow your tutorial, but was unable to achieve similar results, it seems there's a few steps missing and it's hard to replicate it without prior deeper blender knowledge. For example, there's no options for shadow casting or backface culling in my fresh 4.2. Great work though, looks awesome. Just noticed the description. Too bad, I guess it's incompatible.
I just dig around and in 4.2, shadow setting is now in Object/Visibility/Shadow. Backface Culling is still in material setting: Material/Setting/Backface Culling/Check "Camera"
cỏ to thì cứ set lại số scale trong Geometry Node sao cho nhìn ok là đc b, đừng copy y chang số của mình. Set Material b coi ở bước làm material (bước 4).
Here's another pickle i've run into. I've tried to use the carboard grass as the 3d is really hard on my pc. Basically used same method as in the tree tutorial However when applying needed grass into the "collection info" node it breaks its texture (or alpha in that case as I understand it) the grass starts to look like bunch of squares on surface of the mesh. Any tips on workaround for this or where did I messed up?
@@snegyrys9149 you're didn't mess anything up, you just need to apply a grass shader that use alpha texture, just lke in the anime tree tutorial. Also remember to also assign the shader onto the grass geometry node setup (on the Set Material node)
@@trungduyng Yes but when doing that (from what i understand) each grass instance losses its connection to shader of the terrain itself specifically to "Grass height" texture. Therefore making each grass instance having same color
@@snegyrys9149 you are corrected about all the grass has "the same" color, because of the way the color is mapped from top down (object mode). When you apply the alpha texture, you'll apply it as UV mode, meaning they are depending on the plane's UV, essentially making each plane has its own grass transparency. Both of these mode can be switch by changing the connection on the Texture Coordinate node inside shader editor
I guess it would possible, but that would require a lot of tinkering in the shader. You need to make make sure all the textures (procedural and imported) are tiled and the all the timing are right.
Hi thanks for the tutorial, I have maybe a stupid question, but I try to start my own little game and I want it to look very anime stylish could I use this Grass for unity? I'm right now a beginner and I try to learn everything by myself, so I'm not experienced about such topics, thanks in advance.
@@Luziel_ unfortunately no, you will need a anime grass workflow for your game engine. I assume you're using unity or unreal engine then? You can search for the dedicated grass workflow for those.
hey, i ran into a little problem. when i try to transfer the color data of the ground to the detailed mesh. the whole normal data transfer is vanished. i tried refreshing the modifier as u said in the video, but still it doesnt work. but it works when i delete the datatransfer modifier from the detailed mesh. so can u please help me with this. this make it hard for me to edit the path every time.
Now heres a question I've been having a trouble with. So i've tried to make the grass or flowers with billboard techique that was used in the tree tutorial However when allpied to a collection info node in own grass geometry node the instances stop facing the camera while the original does. Do I need to modify grass geometry node so that each collection instance faces the camera as well? Or I'm doing something completely wrong here?
The object scattering (with brush stroke) feature is already very powerful in game engines like UE or Unity. The aspect that make this grass look nice is the vertex normal baking process, which in game engine isn't really exist.
Is there a reason why my grass is extremely big? I have tried scaling up the base and shrinking the size of the original grass model, but nothing is working!
@@trungduyng hey trung amazing tutorial! but i also have the same issue. i applied all transform but the grass is massive, do you know how to fix it ? :) greetings from germany!
because I need to have a very distinctive type of high contrast detail, and it only took 10 seconds to achieve that in pts. Honestly if you feel more comfortable doing that inside Blender then just do so. I think that for traditional artists like me, pts just feel more natural.
@ ahh yeah I’ve been watching anime shader tutorials for a couple years now so I’m used to it but honestly I’m interested in using Procreate for texturing/map creation as well
id love some elaboration on this. i dont have photoshop and prefer using nodes anyways so an option to do this purely within blender sounds awesome to me!
@@zachmanbo6701 it is quite simple, using node wouldn't bring such artistic quality (having brush strokes and stuffs). If you're are able to replicate the result inside shader node, please do so.
I'm kinda new in blender idk why after I connect Collection info to Instance points the model basically become unrecognizable Idk which part I'm doing it wrong 🤣 I guess I need to learn more
@@trungduyng I'm not really sure about that I might gonna check it out later, also the problem I was mentioned actually got fixed if I unchecked " Separate Children " lol anyway great tutorial thank you !!
E làm mọi bước đều giống trong video à? Render ra đen thui thì a đoán liên quan đến vật liệu hoặc quên assign material trong Set Material node trong geometry node.
I don't know why but everything breaks when i have to apply the data transfer modifier, it doesn't look at all like your results and this is not just for your tutorial but for every grass tutorial i've meticulously followed that use that modifier to pass the normals. The only thing i can try is to downgrade to blender 4.1 and check if something is different
@@V4L89 Well there are a few things that you have to keep in mind. Your grass mesh and detailed mesh position to each other are very important. 1. They have to be at the same spot (in default setting) for it to work properly. 2. The distance from vertices matter, result from near vs far are very different. 3. Geometry direction also matters. 4. Mapping method (in Data Transfer setting) also matters. All and all, try to experiment a bit. Blender 4.2 has a problem with synchronization in 10:43, other than that, it should work.
If your grass doesn't have a blended look, I found a solution that worked for me in 4.2 from a comment in another grass tutorial video. I copy and pasted it below: @virgilhawkins3390 3 weeks ago 4.2 and Onward! - Shading will be weird if you don't turn off shadows in two different places now. You have to go into your material settings and tick ON "Transparent Shadows" in the "Surface" section. You must ALSO add a few extra nodes. Between the Diffuse and Shader to RGB, you need a Mix Shader node with the Diffuse BSDF going into Shader A, a Transparent BSDF going into Shader B, and then the "Is Shadow Ray" from a Light Path node going into the factor of the Mix Shader.
If your grass doesn't look blended. I found a solution for 4.2 that worked for me from another grass tutorial video. 1. Material Properties > Settings > Transparent Shadows On 2. In the Grass Shader add a Mix Shader between the Diffuse BSDF and Shader to RGB nodes. Plug Diffuse into A and a Transparent BSDF into B. 3. You can then plug a Light Path node > Is Camera Ray into the factor of the Mix Shader, but I liked the look of mine when adjusting the factor manually
@@nepo10ball intel i7 14700k, rtx 4070 ti super, 64gb RAM. But honestly this style doesn't require a powerful spec. I mainly use all the performances for UE5.
I haven't tried Eevee Next yet. I think it should work (in any other render engine) if you apply the same principle of vertex normal baking, the result will definitely look a bit different though.
@@ImprobableParadox3411 append the grass scene into a new blender scene then apply a new geometry node on your ground, then select the imported geometry node.
@@trungduyng hi again !! I'm sorry I am new to blender so I didn't fully understand your directives or instructions... but I wanted to know : can we apply this anime grass freely on a scene ( that I am working on at the moment) with a brush to display it however we want ? Or is it really a scene that can't be modified ? I'm so new to this anyways Thank you for this incredible tutorial you've put through for us !!
@@ImprobableParadox3411 Yes it should be fully customizable, I suggest following the tutorial first to fully understand the pipeline so you'd know how to manipulate it to your need.
For those on Step 3 who don't have Photoshop, you can replicate the displacement map in PaintDotNet with Effects > Render > Clouds, then Effects > Blur > Gaussian Blur, then finally Adjustments > Posterize. Play with the cloud density, blur amount, and posterize sliders to get what you like. Higher image sizes may require more blur.
Switched Step 3 photoshop magic to strong math logic nodes: VoronoiTexture + ColorRamp + (optional: Position + MultiplyVector) to mix with VoronoiTexture u can use Distance or Color. No need smash brush at PH :D
bro is cooking!
that grass do be lookin tasty. got me acting like a cow
I only can paint in this style.
thank you soooo much for breaking down each step! i see so many tutorials that just say "do this" without telling me what it's for. this helps a ton for a total beginner like me
@@miqueltoast glad I could help
This is the best anime grass blender tutorial I have ever seen , thanks a lot .
best looking 3d non-photoreal grass i've ever seen
I've done my fair share of ghibli grass but very smart to bake normals from a deformed highpoly mesh. definitely trying it next time! A touch of glimmering highlights as the grass blows would be the icing on the cake. Otherwise probably the best Blender grass I've seen so far.
@@AdrianDrott thank you. Yes normal baking is probably the most important aspect of this tutorial, to say the least.
Very nice. Will go through the whole thing further in my development. This seems like a fantastic first video to help grasp material workflows.
@@jcrav93 yes, the intend of this tutorial is that I want beginners to actually achieve the result. All of the techniques are actually very basic.
Your voice paired with that background music and this beautiful topic are just sooo calming and relaxing to listen to. I felt really immersed in this tutorial the whole way through and this was top-notch presentation. Love this, thanks so much!
thank you for your effort. This is what I want for my projects.
I'm appreciate your hard work and dedication for making this tutorials. 😃
Thank you very much!
quá đỉnh anh ạ, vì có minh họa nên kiến thức của e cực non mà vẫn hiểu được 80%, mong anh ra thêm các tut anime như này ạ
@@tndatr e có cần phải xem vietsub ko?
@@trungduyng em có anh ạ, em có làm sao bước đoạn 11:03 cơ mà nó không đồng bộ á a
@@tndatr nếu e xài blender 4.2 trở lên thì sẽ ko đc. Blender 4.2 gặp bug chỗ đó. Phải dùng 4.1
this is soo good. it's like actually learning things instead of just copying.
@@ujwalvibing well yes, understand the principle is always more effective than copying.
xịn quá a, follow a đã lâu mong a tiếp tục ra tutorial nhiều hơn ạ
subscribed and will try these when i get better pc
i love making anime style stuff
also thanks for sharing the files cuz most of the time when i follow the tutorial it doesnt go as planned :)
@@oblogames Well yes, when you're involve in these kind of stuffs you need to have some sort of troubleshooting skill. Things can go wrong very quickly if you missed something. That's why I lean more on helping viewers understand the principle, not so much as "do this and that..."
Love this tutorial so much! You are genius!
This is the best grass I've ever seen.
You changed my life thank you very much❤❤
Finally,, im waiting for this tutorial, thankyou so much
I'm glad I found your channel 😄
Just when I needed this tutorial! Thankyou you so much!
Very cool breakdown. Thank you!
this is look so good bro, thanks for the tutorial
Many thanks for this tutorial, I feel like ill finally be able to finish one of my projects with your help.
Glad I could help
your tutorials are the best thank you very much💕
Hóng tutorial làm cỏ này của a mãi :3
great work i gave you a like just cuz what I've seen in the first 3 minutes and now i follow 😁
didnt work with me 🥲
Thank u so much! Amazing!
Great tutorial so far~
Thank you so much, man
I needed this for my current project. can't appreciate it enough
Glad I could help!
Thank you so much for great tutorial.
Ey trungduyng, thank you for your videos. I started using Blender instead of Cinema 4D and I'm enjoying so much, also your videos are SUPER usefull and very well made for new users.
Do you know if there's an easy way to loop the grass animation? I only know to do that with key frames... haha
Thank you so much for making this! It's such a well done tutorial, with very clear step by step instructions. I was able to follow it to the end and I can't believe how pretty the grass looks! I really can't thank you enough, best grass tutorial I've seen so far, keep going! ❤
Hey, I had a question as a beginner. I tried making my own grass model, but i was confused when he mentions putting them into collections. Should the model be a single model in one collection, or the blades in separate collections?
Sorry if that was confusing ;-;
@xavier-6623 I put everything in one collection, except the grass blades which are all in a separate collection, hope this helps!
@Arrietty3d it does, and thanks again for the help :)
The vibes are crazy good.
I recently tried your tree tutorial. Just loved it. I'm very hyped yo try this
I'm glad to hear that! Hope you'll get great result.
You are a legend! Thank you for these. Clouds?
Is amazing, thanks you!
i wan cloud changing the grass color
grass look very good
if I have the time then I will create a cloud tutorial in the future. Right now if you're into tinkering then watch my anime tree tutorial, I created the cloud using the exact same pipeline, just using different texture/color.
great tutorial. thanks for making it. subed!
@trungduyng why not just scatter the grass on the displaced mesh? is it cause it messes with the scattering?
@@J.ay.Wit might work, you can try. But when you scatter it on the displaced mesh, the result would look too realistic. The trick with this workflow is that the vertex normal from the baking process has a faceted look to it, making it really resemble how you would paint on paper. It is all about the niche visual feature of anime.
:D Again, Awesome.
Awesome!!
like đầu, cmt đầu ủng hộ a ạ. Chờ gần 1 tháng từ hôm a khoe trên FB :D
Ty e❤
nice tutorial
That normal transfer trick is the x factor here. Great job!
Thank u sir for this tutorial 😊😊❤❤
This is awesome! Can you do a video on clouds and sky next?
@@Kalyptic i might do a quick video about that, since it is exactly the same workflow as my anime tree, just that the texture is changed.
@@trungduyng Thank you so much, I can't wait!
wonderful!!
Ive seen a lot of ghibli style grass tutorials come & go but this one is might be the greatest to do it
I was literally looking for a way to do that an you uploaded this in the perfect time. Great tutorial, ty so muuuch, I'll be waiting for more!
one of the best works i have seen so far!! I was wondering something, do you know how to get this effect in marmoset toolbag?
Sorry , not that I know of.
Can you show what UE video you're referring to in minute 2:04. Amazing video video btw, best looking grass I've ever seen
@@Kapthos thank you, it is one of my art piece, I originally started making art with UE:
ua-cam.com/video/oJstPGbbzzI/v-deo.htmlsi=ElTh65-uF3aXHNCC
@@Kapthos there is also full process unedited version in the description.
As someone who spent fair amount of time into making Ghibli style grass, let me crown yours as the greatest one so far. fantastic! I also loved the ones Rei have been making too. Both are phenomenal!
Ah man id love something like this in Unreal Engine..
Edit: WAIT YOU WERE REPLICATING IT 'FROM' UNREAL ENGINE LOL
I think yours looks so much better than what Ive seen though, I might be inspired to try and replicate it
@@RealityRogue i might try this with UE someday. Would need to tinker a bit.
this is amazing thx. The bug in version 4.2 is still happening in the latest version? At this moment the latest version is 4.3.
@@robledodu I believe so
Underrated and extremely technically impressive. Your tutorial helped me understand a lot about vertex colors and how often it is used in game development.
Best grass tutorial I have ever seen
Amazing tutorial!! Can this be exported to Unity? How do I do it?
I have a problem when I add bluish shadows. In your case, the shadows are applied to 'color patches,' but in my case, the shadows are applied to each individual instance of grass.
@@giovanni-gatto in your case it seems like the vertex normal baking process wasn't working correctly. I recommend checking the if the realize instance node is used. Or the data transfer node is applied correctly.
what is a pivot point lol how do i set it to center other than that i have loved the clarity, the final result is too good
See this for definition: docs.blender.org/manual/en/2.80/scene_layout/object/editing/transform/control/pivot_point/index.html
Also you'd want to set the grass blade pivot to the bottom, not the center. You can do that by position the grass so that the world origin is at the feet of the grass then apply transformation (ctrl + A then "all")
What photo did you add at 12:03? Sorry, I didn't understand. Thank you for your wonderful video
it's the texture I created at 8:54
Tnx bro ❤❤❤@@trungduyng
around 4:34 i'm having trouble, i followed exactly how you did in the video but im not able to paint that way you did. also when i subdivide it turns the shape into an otagon not a square with smooth edges
be sure to check if you had created a color set by clicking the "+" button.
6:05 How is your paricles that dense even on density 10 on Distribut Points on Faces? I tried copying your sizes (but I have a chunky terrain), but mine only spread by a few :(. I had to do 1000 for my density to achieve your same effect
Don't copy numbers, my scene scale could be very different from yours, any number is fine as long as you're happy with how it looks.
@ i suppose thatd a valid point.
Is there a point trying out this tutorial with the bug on Blender 4.3? I cannot use previous versions as they crash my computer with the stability problems with Intel Core 14th gen.
Well you can still try this on the new versions of Blender, just skip the synchronization part. It is just a bit less convenient.
@@trungduyng alright thanks
one issue i had was that the faces were still being generated even when scale was zero (my scene total was 3 million faces. i managed to fix this by connecting the named attribute to a multiply node and then to the distributed points on face node!
your tutorials are amazing, i'd really appreciate a more technical one examining ways to make scenes more efficient/eevee more efficient as larger scenes that have millions of faces and textures lag my computer to abysmally low fps which sorta makes it hard to do the live update color painting that you showed in the video unless i disconnect the realize instance temporarily to do the painting. i suspect I'm doing something wrong somewhere but I'm not sure :(
regardless, i learn so much from you :D
@@SierraofTerra yes you're right, as I mentioned, performance is an issue here. This was not an out of the box feature in blender so you can only rely on workarounds or tricks. It will all come down to how optimized your scene is. I would divide the scene into sections and treat them differently. Close to the camera would get detailed and high quality, far away from the camera would get lower in grass density or replace completely with quad, even completely remove the "realize instance".
@@trungduyng thank you for the tips!!
During the production process using 3.6, the view displayed everything normally, but when rendering the image, the scene was black, which was completely abnormal and there were no hidden issues. Some people said it was a problem with data transmission. Do you have any way to solve it for us? Thank you
if the view display everything normal then it probably because of extra object hidden in the scene, or modifier enable in scene but hidden in render. Check if there is any issue like that in the outliner or in the modifier.
Hi Trung, this is is absoultely amazing.....How do i do this in unreal 5.4 ? I dont even care about animating the grass...just care about steps 1-4........if you can point me in the direction of the right tutorials,i'll do the rest
@@jamaalsineke2405 in UE, you can use Landscape feature to create grass. The performance is great compared to this, but I haven't seen manipulating vertex normal using UE. If you want to learn more about grass in UE then I recommend checking out PrismaticaDev's 5 minute series. I learnt how to create grass from it.
ua-cam.com/video/uUOcs20Dkcc/v-deo.htmlsi=yTakdw5tRq5QO6Ke
Hello. Thanks for the tutorial. I found it very useful.
For some reason I am unable to get any shadows from other objects that I bring into this scene. I'm using 4.3. So my shadow settings are different from yours. How do I set shadows like yours on 4.3?
you're using 4.3 to open the project provided? you might want to check around if any connections inside shader editor got broken, I ran into bugs that disconnect stuffs when opened in newer versions.
@@trungduyng I just saw your description under the video. I guess from 4.2 upwards, the changes are a bit more challenging than I thought... Nevertheless, I did learn a lot from your video. Thank you.
@@BarbarosTheBarbarian well actually, you will only run into issue with synchronization in 10:43 if you're using 4.2 and above, other than that everything should work fine. Your scene should have shadow.
@@trungduyng i shall try from scratch. I must've missed something :)
dude u might wanna try the new brushstroke tool update with the anime style
@@JayBacay i will, it just that the new blender version has issue with data transfer not being refresh correctly. Hope they somehow fix that soon enough. For now for this I need to stick with 4.1
It is a great tutorial.
Can i use this procedural to a low poly game?
You mentioned a tip about performance.but it wasn't clear for me.
@@gont1553 Since each grass blade has to contain individual information of vertex normal, high density of grass will slow down the scene. Also I copied the mechanic of lower the density of grass when it is further away from the camera, just like grass in UE5.
Thanks for the great video.
My question is, when I do a Datatransfer, normal is not applied to the grass. I am using Blender version 4.0.
@@木内桜 is your grass and the displaced mesh at the same position? They need to be at exactly the same location for the details to be projected on.
@@trungduyng Thanks for your support. I checked the positional information and scaling.
Data Transfer is still not working, the normal information is coarse and does not seem to project well to the Grass gorund when transferred.
I upgraded to blender 4.2 and it still did not work.
@@木内桜 hmm that is weird, there is no way I can know the reason without looking at your scene. I recommend downloading the demo scene and try to backward engineer your issue.
@@trungduyng Thank you for your reply.
I will try to restructure my project with the help of your great video as well.
So lovely. I like just watching it be built and flow around at the end. Thanks for sharing!
Im having a few issues when trying to follow the tutorial. When I add my geonode and make an instance of my grass, they are incredibly large and facing sideways. I made sure to make the pivot point at the bottom of the model as well as making sure it was facing upright. Any help on how to fix this would be greatly appreciated :)
If the grass is too large just scale it down, don't just copy numbers. Also you might want to check if your grass transformation is applied.
@trungduyng thanks, and which transformation are you referring to? I saw you applied the shade smooth thing, as well as joining the grass blades and putting them into a collection. Is there something else I'm missing?
Thanks again for the help too, I really appreciate it.
great tutorial, thank you. will be coming back to this a few times while i learn
The syncronization of grass surface and detailed mesh is not working :/ but GREAT tutorial
@@lorenzonardi7855 you must use blender 4.1 or below for that function to work.
How did you add this wind wave strength function at 14:20? And also othr winds
it is just "Value" node, they are field for input numbers.
@@trungduyng
I don't know any information about how to use and create them, is there any way you can help me to learn it?
@@محمدرضاادیبی "just hit shift A to search then type "Value
I followed everything and managed to get everything done. Only problem is for the Wind movement. It really slowing down my PC, when pressing "play" on the blender timeline, it is taking ages just to go from a frame to another (fps around 0.28). When you said "you can make adjustments" I was like " but I barely any movement since it's freezing haha". Do you need to bake the simulation movement, and if yes, how? Honestly, I could stop at the grass it looks already great. For you information, I have an i7 12650H and RTX 4060 Laptop GPU
There are many ways around this issue, most of them are workarounds and grease elbow solutions. On my "girl on the hill" scene they are also quite heavy, around 1 - 2 fps. When my fps are below 10s I don't even bother make the adjustment base on the viewport, I usually just render a few second in the viewport (View/Viewport Render Animation) to mp4 then check the result, then make adjustments then render again. And yes, it is cumbersome.
@@trungduyng haha, that's what i did to check. But I thought that I might missed a step or something
@@Thugnificientism nope, nothing wrong with the way you're doing :)) sometimes you have to put some works into it that's all.
When I try it, the data transfer step doesnt work properly. Every particle seems to keep its normals, only the faces facing up towards the viewer take up the custom normals, but the faces on the particles facing down just get dark. How do I fix it?
I think you didn't turn on backface culling, go to viewport option (button on the top right corner of viewport, next to "viewport shading" icon), then check "Backface Culling". Usually this only applies on the viewport and will not affect your render.
@ Yep that was it, thank you so much!
when i open your given file in goo blender , the render animation or color looks not good as your vedio, but when i open this file in blender its looks same . tell me why i set eevee goo engine but not look good but in simple blender in eevee its look good
@@mykeldey8495 your goo engine blender version is 4.1 right? If your goo engine is other version then you might run into bugs.
I tried to follow your tutorial, but was unable to achieve similar results, it seems there's a few steps missing and it's hard to replicate it without prior deeper blender knowledge. For example, there's no options for shadow casting or backface culling in my fresh 4.2. Great work though, looks awesome.
Just noticed the description. Too bad, I guess it's incompatible.
I just dig around and in 4.2, shadow setting is now in Object/Visibility/Shadow. Backface Culling is still in material setting: Material/Setting/Backface Culling/Check "Camera"
Node bước 2 mình làm y hệt như bạn mà khs cỏ bị to bất thường với ở bước 2 thì cái material ground là ở node set material đc làm ở khúc nào thế b
cỏ to thì cứ set lại số scale trong Geometry Node sao cho nhìn ok là đc b, đừng copy y chang số của mình. Set Material b coi ở bước làm material (bước 4).
Here's another pickle i've run into.
I've tried to use the carboard grass as the 3d is really hard on my pc. Basically used same method as in the tree tutorial
However when applying needed grass into the "collection info" node it breaks its texture (or alpha in that case as I understand it) the grass starts to look like bunch of squares on surface of the mesh.
Any tips on workaround for this or where did I messed up?
@@snegyrys9149 you're didn't mess anything up, you just need to apply a grass shader that use alpha texture, just lke in the anime tree tutorial. Also remember to also assign the shader onto the grass geometry node setup (on the Set Material node)
@@trungduyng Yes but when doing that (from what i understand) each grass instance losses its connection to shader of the terrain itself specifically to "Grass height" texture. Therefore making each grass instance having same color
yet again i'm probablly missing something on my end. So apologies for bothering you that much
@@snegyrys9149 you are corrected about all the grass has "the same" color, because of the way the color is mapped from top down (object mode). When you apply the alpha texture, you'll apply it as UV mode, meaning they are depending on the plane's UV, essentially making each plane has its own grass transparency. Both of these mode can be switch by changing the connection on the Texture Coordinate node inside shader editor
Can i bake this textures and use it in unity as a diffuse map? Will it still look the same?
I would used a completely different pipeline when it comes to game engine, bake everything into a texture is too expensive.
Is there any way to loop the grass animation? I can't figure it out... I'm trying to play with truncated module nodes but my head its gonna explode
I guess it would possible, but that would require a lot of tinkering in the shader. You need to make make sure all the textures (procedural and imported) are tiled and the all the timing are right.
Hi thanks for the tutorial, I have maybe a stupid question, but I try to start my own little game and I want it to look very anime stylish could I use this Grass for unity? I'm right now a beginner and I try to learn everything by myself, so I'm not experienced about such topics, thanks in advance.
@@Luziel_ unfortunately no, you will need a anime grass workflow for your game engine. I assume you're using unity or unreal engine then? You can search for the dedicated grass workflow for those.
@@trungduyng Thank you for time, I understand I will look for it.
hey, i ran into a little problem. when i try to transfer the color data of the ground to the detailed mesh. the whole normal data transfer is vanished. i tried refreshing the modifier as u said in the video, but still it doesnt work. but it works when i delete the datatransfer modifier from the detailed mesh. so can u please help me with this. this make it hard for me to edit the path every time.
You must use Blender 4.1 or below for this to work (I noted in the video). Did you use 4.2? somehow in the new version this would not work
@@trungduyng yeah i was using 4.2 and just now updated to 4.3, i havent tried it in 4.3. ill try and let u know
Now heres a question I've been having a trouble with.
So i've tried to make the grass or flowers with billboard techique that was used in the tree tutorial
However when allpied to a collection info node in own grass geometry node the instances stop facing the camera while the original does.
Do I need to modify grass geometry node so that each collection instance faces the camera as well? Or I'm doing something completely wrong here?
I think I've found a solution by changing Allign Euler to Vector to X axis tho i'm not sure here...
@@snegyrys9149 you're on the right direction, you're also need to change the factor in "align euler to vector" to 0, meaning turning it off.
Whats the best way to get something like this into Unity? Would love more info on doing this in that engine compared to Unreal
The object scattering (with brush stroke) feature is already very powerful in game engines like UE or Unity. The aspect that make this grass look nice is the vertex normal baking process, which in game engine isn't really exist.
Is there a reason why my grass is extremely big? I have tried scaling up the base and shrinking the size of the original grass model, but nothing is working!
@@Excitedgoat i think it's because you didn't apply transformation
@@trungduyng hey trung amazing tutorial! but i also have the same issue. i applied all transform but the grass is massive, do you know how to fix it ? :) greetings from germany!
@@pearlwhite-si7im if nothing works, just apply smaller numbers in random scale value. For example, instead of 0.7 - 1.2, use 0.07 - 0.12.
Where do i find the wind amplitude geometry node?
All the wind properties are "value" node, meaning they are just number, then I renamed them.
@@trungduyng oh ok, thanks
Why did you choose Photoshop for the displacement map instead of baking on in Blender or using real time displacement with shader nodes?
because I need to have a very distinctive type of high contrast detail, and it only took 10 seconds to achieve that in pts. Honestly if you feel more comfortable doing that inside Blender then just do so. I think that for traditional artists like me, pts just feel more natural.
@ ahh yeah I’ve been watching anime shader tutorials for a couple years now so I’m used to it but honestly I’m interested in using Procreate for texturing/map creation as well
id love some elaboration on this. i dont have photoshop and prefer using nodes anyways so an option to do this purely within blender sounds awesome to me!
@@zachmanbo6701 it is quite simple, using node wouldn't bring such artistic quality (having brush strokes and stuffs). If you're are able to replicate the result inside shader node, please do so.
I'm kinda new in blender idk why after I connect Collection info to Instance points the model basically become unrecognizable Idk which part I'm doing it wrong 🤣 I guess I need to learn more
@@finzelcarnia the most common problem is you haven't place it at the world origin (center of the scene), and/or haven't apply transformation.
@@trungduyng I'm not really sure about that I might gonna check it out later, also the problem I was mentioned actually got fixed if I unchecked " Separate Children " lol
anyway great tutorial thank you !!
@@finzelcarnia good to know
Siêu thế
Hello i've downloaded your thing, but everything is black even in mine by following your steps is it normal (4.2 user)
Can you try opening it using 4.1? In 4.2 there is a bug that kept this workflow from working properly.
@@trungduyng it is thanks for you amazing work keep doing
I follow all the geometry node formula yet it doesnt produce the same thing as yours on the step 3
can you describe your issue?
hay anh ơi
anh ơi em làm theo tutor của anh nhưng khi chuyển sang render preview thì nó đen sì,dù đã cho cả lighting vào,fix kiểu gì giờ anh :(
E làm mọi bước đều giống trong video à? Render ra đen thui thì a đoán liên quan đến vật liệu hoặc quên assign material trong Set Material node trong geometry node.
@trungduyng kiểu toàn bộ scene không nhận lighting dù em đã thêm light source ,nó tối toàn bộ scene chứ không phải mỗi bãi cỏ anh ạ
@@Kinne_Nya có khi đèn chưa chuyển thành Sun, chưa tăng độ sáng, hoặc scene to quá nên che hết đèn.
@@trungduyng à em timg dc r ạ,em ngắt node disable shadow thì nó lại hiển thị như bth
I don't know why but everything breaks when i have to apply the data transfer modifier, it doesn't look at all like your results and this is not just for your tutorial but for every grass tutorial i've meticulously followed that use that modifier to pass the normals. The only thing i can try is to downgrade to blender 4.1 and check if something is different
@@V4L89 Well there are a few things that you have to keep in mind. Your grass mesh and detailed mesh position to each other are very important. 1. They have to be at the same spot (in default setting) for it to work properly. 2. The distance from vertices matter, result from near vs far are very different. 3. Geometry direction also matters. 4. Mapping method (in Data Transfer setting) also matters. All and all, try to experiment a bit. Blender 4.2 has a problem with synchronization in 10:43, other than that, it should work.
If your grass doesn't have a blended look, I found a solution that worked for me in 4.2 from a comment in another grass tutorial video. I copy and pasted it below:
@virgilhawkins3390
3 weeks ago
4.2 and Onward! - Shading will be weird if you don't turn off shadows in two different places now.
You have to go into your material settings and tick ON "Transparent Shadows" in the "Surface" section.
You must ALSO add a few extra nodes. Between the Diffuse and Shader to RGB, you need a Mix Shader node with the Diffuse BSDF going into Shader A, a Transparent BSDF going into Shader B, and then the "Is Shadow Ray" from a Light Path node going into the factor of the Mix Shader.
If your grass doesn't look blended. I found a solution for 4.2 that worked for me from another grass tutorial video.
1. Material Properties > Settings > Transparent Shadows On
2. In the Grass Shader add a Mix Shader between the Diffuse BSDF and Shader to RGB nodes. Plug Diffuse into A and a Transparent BSDF into B.
3. You can then plug a Light Path node > Is Camera Ray into the factor of the Mix Shader, but I liked the look of mine when adjusting the factor manually
Does it works in cylces also ?
I haven't tried it yet but I believe it would if you do a bit of tinkering.
What is your gpu / pc spec? For reference
@@nepo10ball intel i7 14700k, rtx 4070 ti super, 64gb RAM. But honestly this style doesn't require a powerful spec. I mainly use all the performances for UE5.
will this works with eevee next?
I haven't tried Eevee Next yet. I think it should work (in any other render engine) if you apply the same principle of vertex normal baking, the result will definitely look a bit different though.
Can you make UE5 grass tuttorial?
I might in the future, right now I'm back at creating art. Tutorial is cool and refreshing but I miss creating arts you know.
Hi ! How do we use the grass for another project ?
@@ImprobableParadox3411 append the grass scene into a new blender scene then apply a new geometry node on your ground, then select the imported geometry node.
@trungduyng Okayy thank you so muchh !!
@@trungduyng hi again !! I'm sorry I am new to blender so I didn't fully understand your directives or instructions... but I wanted to know : can we apply this anime grass freely on a scene ( that I am working on at the moment) with a brush to display it however we want ? Or is it really a scene that can't be modified ? I'm so new to this anyways Thank you for this incredible tutorial you've put through for us !!
@trungduyng Thank you for your response !! 🙏🙏
@@ImprobableParadox3411 Yes it should be fully customizable, I suggest following the tutorial first to fully understand the pipeline so you'd know how to manipulate it to your need.
welp looks like I;m back with blender again