Grass Generator

25 votes
Version: 
1.5
Date Updated: 
05/02/2014

 

Grass Generator

Grass Generator v1.5 (Updated)

Create individual grass blades and patches of grass quickly!
Interface with customizable settings for controlling both grass creation and scattering.

So grass. Much generator. 

-- changelog --

1.5 - 29/05/14

New scatter option: Mesh
Added control to specify blade segments
New addon script: PFlow2Proxy
BIGFIX: Width and Length spinner now have more range

1.1a - 02/05/14

BUGFIX: Some of the grass UV's were getting messed up.

1.1 - 17/02/14
Code optimization (thanks to barigazy)
Speed improvements
Added option to automatically create Multi/Sub material

1.0 - 20/01/14
Initial release 

 

Installation:

- Run the script in Max.
- Look for the category "DAZE" in the "Customize user interface" section.
- Add the "Grass Generator" command to a toolbar / quadmenu.
- Click it and have fun!

Tested in 2013 / 2014, will probably work in older versions.

 

Spanish tutorial provided by Alejandro Valverde

 

Examples:

Version Requirement: 
2013+
Video URL: 

Comments

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barigazy's picture

...

I used fR 3.5sp7 which works on max2012. Now I'm on max2014.
I'll be wait "long awaited" FinalRender 4GPU. I love cebas products but I do not believe that fr4GPU can offer something different then recent renderes (iRay, VRayRT, NOX, Corona and even Arnold). Anyway we will see.

barigazy

igamaximus's picture

Barigazy, thank you very much for your efforts

Class name for fR-Proxy should be "fR_Proxy" (when i click fR-Proxy button in finalRender, i get "fR_Proxy ()" in listener so i hope this is it). I think the best material choice would be fR-Architectural, this material looks very similar as Mental Ray's Arch&Design, just has some fR optimisations under the hood. Yes, fR has many materials and maps, including fR-2Sided and fR-Layer Map. Please let me know if i should send you any additional info regarding fR. Thanks a lot once again!

barigazy's picture

...

@Nevil
I make some minor optimization to current script and sended yesterday to author
1. this option is OK
2. simple "delete previous" button is better choise
3. fixed
4. fixed
5. can be done, it's not a problem but always is better to manualy adjust placement or PFlow

@igamaximus
Can you post class name for frProxy. For material im not sure but I think "frAdvanced" is right one. Also fR have layered map and some 2Sides Material or map solution.

barigazy

Nevil's picture

Cool

This is Cool stuff

I have some more suggestion

1. Use the "type:#worldUnits" option for your spinners depends on Size value.
2. Each time hit the GENERATE button create new grass, you can delete the older one on generate the new one
3. You have used "select $....." command this is so Heavy than the select Node.
4. Editable Mesh object is lighter the editable Poly, lower disc space too.
5. If you can generate grasses by surface that will be ultra Cool ( I have no idea for this one :D )

igamaximus's picture

little addition on Barigazy's suggestion - finalRender support.

#1 support for mentalRay, Vray, Corona and finalRender

Depending on the installed renderer user can choose:

- automatic creation of compatible proxy object which will be stored on HDD:
---> mrProxy, VRayProxy, CoronaProxy and fRProxy
---> this can be useful for AdvancedPainter tool and max Object Paint tool

Thank you for this beautiful tool.

barigazy's picture

...

I have few suggestions:
#1 support for mentalRay, VRay, Corona

Depending on the installed renderer user can choose:

- automatic creation of compatible proxy object which will be stored on HDD:
---> mrProxy, VRayProxy, CoronaProxy
---> this can be useful for AdvancedPainter tool and max Object Paint tool

- automatic creation of multimaterial with compatible sub-materials like:
---> Arch&Design or single A&D material with Multi/Sub map in diffuse slot
---> VRayMtl (or VRay2SidedMtl) or single VRayMtl with VRayMultiSubTex map
---> CoronaMtl with CoronaFrontBackMap in diffuse slot

For now that's all :) #2 ... hmmm ... another time
BTW I send you PM with optimized code for current version

barigazy

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