i was follow the way how you do but when i apply the map to the mesh, the middle mouse that one. then my grass are scatter around. it not on the mesh, some of them flying in the mid of air and some of them are underground...May i know what happen?
What is the secret to filling grass on a big mesh, am I limited to my ram? Let's say I don't want patches and I want to fill a terrain with grass, what can I do to achieve that, I see it all the time in renders and animations, is 32gb of rain still too low
I've been looking for answers for this too for days, so I'll stay here hoping that you get an answer from some Maya elf. My solution for now is just scattering foliage in front of the camera and not anywhere else, but I'm working with static pictures. It's still a pain in the ass if I want to save picture from different angles as I have to rearrange everything.
Based on our experience. you just need to approach this situation as shot per shot basis. so its not like a game where you have sort of infinite world. cause if you want like a game type where you can move around and have objects everywhere then its best to use Unreal Engine or Unity for that. But if you are doing work for commercials or Film using Maya (non game engine approach) you need to have your shots with their final camera animation and then set dress the scene to work for that camera only. for massive large scenes a lot of the times the best approach is to create a matte painting and then use a camera projection style to make it look 3d and then add 3d elements to it to sell it as real life footage (some times you need to render your scenes as lots of pieces and put them together in comp). unfortunately there is no easy /one way or trick to do such large scale complicated scenes with lots of stuff other than the methods I described above. hope this helps :)
@@3DModelsWorld. Thanks a lot. I've come to the same realization, so if I ever do anything that requieres dense foliage and animation, any real time engine is a better choice. There's no magic bullet it seems. Now, another question: What's the deal with Arnold Standins? Do they make a difference in performance? Or the MASH instancer gives the same result?
Doing a "tutorial" using assets that you charge good fucking money for isn't really honest work. Use assets that everyone has access to when making tutorials.
We need a world position offset node like in unreal to animate plants
i was follow the way how you do but when i apply the map to the mesh, the middle mouse that one. then my grass are scatter around. it not on the mesh, some of them flying in the mid of air and some of them are underground...May i know what happen?
Combine them first
Thank you. Good tips.
Glad it was helpful! :)
my mesh keep scatter around the object, not on the object, any way to fix this?
thank you so much bro. please keep going. very Nice tutorial
Thank you! much appreciated :)
What is the secret to filling grass on a big mesh, am I limited to my ram? Let's say I don't want patches and I want to fill a terrain with grass, what can I do to achieve that, I see it all the time in renders and animations, is 32gb of rain still too low
I've been looking for answers for this too for days, so I'll stay here hoping that you get an answer from some Maya elf. My solution for now is just scattering foliage in front of the camera and not anywhere else, but I'm working with static pictures. It's still a pain in the ass if I want to save picture from different angles as I have to rearrange everything.
@@retorique Man I just feel like its so close
Based on our experience. you just need to approach this situation as shot per shot basis. so its not like a game where you have sort of infinite world. cause if you want like a game type where you can move around and have objects everywhere then its best to use Unreal Engine or Unity for that.
But if you are doing work for commercials or Film using Maya (non game engine approach) you need to have your shots with their final camera animation and then set dress the scene to work for that camera only. for massive large scenes a lot of the times the best approach is to create a matte painting and then use a camera projection style to make it look 3d and then add 3d elements to it to sell it as real life footage (some times you need to render your scenes as lots of pieces and put them together in comp). unfortunately there is no easy /one way or trick to do such large scale complicated scenes with lots of stuff other than the methods I described above. hope this helps :)
@@3DModelsWorld. Thanks a lot. I've come to the same realization, so if I ever do anything that requieres dense foliage and animation, any real time engine is a better choice. There's no magic bullet it seems. Now, another question: What's the deal with Arnold Standins? Do they make a difference in performance? Or the MASH instancer gives the same result?
@@retorique Great question, I was also wondering about that with Vray Scatter
Nice tutorial! very simple to follow, i have a question tho, what if i want patches where i dont want the grass to grow?
there is a way to paint a mask in Mash, I can create another quick tutorial to cover this topic it will be easier to show :)
@@3DModelsWorld. thanks a lot, will be looking foward to it
@@3DModelsWorld. Was this video ever created?
Fantastic. Thanks!
You are most welcome! Thank you :D
thx men
You are most welcome!
Grass looking black 😶
Doing a "tutorial" using assets that you charge good fucking money for isn't really honest work. Use assets that everyone has access to when making tutorials.
Toxic Reply. Buy the assets, Education isn't free.