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.
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 :)
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.
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
@@jaydubyit 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.
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.
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.
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".
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
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
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.
great tutorial i really love this style of grass but if i put this on a game specially if the game is a city building game performance will suffer a lot with a 30km x 30km map im still finding ways to do that
@@KaelthasProductions well of course this only works in Blender, as in for creating "art", not game. If you work with game engines then you would need a completely specialized workflow for the game engine.
@@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
@@trungduyng E xài 4.2 luôn, File demo của anh e tải về tắt thử data transfer bật lại thi thoảng cũng bị như thế. Ko biết vấn đề setting của e hay như nào nhỉ
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 !!
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.
this is soo good. it's like actually learning things instead of just copying.
bro is cooking!
best looking 3d non-photoreal grass i've ever seen
This is the best anime grass blender tutorial I have ever seen , thanks a lot .
That normal transfer trick is the x factor here. Great job!
Ive seen a lot of ghibli style grass tutorials come & go but this one is might be the greatest to do it
This is the best grass I've ever seen.
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 :)
Underrated and extremely technically impressive. Your tutorial helped me understand a lot about vertex colors and how often it is used in game development.
Thank you so much, man
I needed this for my current project. can't appreciate it enough
Glad I could help!
xịn quá a, follow a đã lâu mong a tiếp tục ra tutorial nhiều hơn ạ
Just when I needed this tutorial! Thankyou you so much!
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.
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!
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.
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.
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
You are a legend! Thank you for these. Clouds?
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.
Is amazing, thanks you!
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!
your tutorials are the best thank you very much💕
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 🥲
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
Thank you so much for great tutorial.
Finally,, im waiting for this tutorial, thankyou so much
I'm glad I found your channel 😄
Hóng tutorial làm cỏ này của a mãi :3
finally,my best yt teacher xD
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 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!
nice tutorial
Great tutorial so far~
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?
@@jaydubyit 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.
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.
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.
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!!
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
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
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.
great tutorial i really love this style of grass but if i put this on a game specially if the game is a city building game performance will suffer a lot with a 30km x 30km map im still finding ways to do that
@@KaelthasProductions well of course this only works in Blender, as in for creating "art", not game. If you work with game engines then you would need a completely specialized workflow for the game engine.
Thank u sir for this tutorial 😊😊❤❤
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
Awesome!!
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
welp looks like I;m back with blender again
E đến bước 3 mà lúc add Data Transfer vào Ground Mesh thì Shader nó vẫn thế anh ạ, ko có thay đổi gì @@@
e xài Blender version nào?
@@trungduyng E xài 4.2 luôn, File demo của anh e tải về tắt thử data transfer bật lại thi thoảng cũng bị như thế. Ko biết vấn đề setting của e hay như nào nhỉ
@@cuonbanh5015 e cần blender 4.1 nha e. 4.2 bị bug ở chỗ đồng bộ hoá. cần đợi update về sau fix.
like đầu, cmt đầu ủng hộ a ạ. Chờ gần 1 tháng từ hôm a khoe trên FB :D
Ty e❤
♥
best
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
🥰