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
This video is like a game, yes, the video duration is 18 minutes, but in these 18 minutes it turns into many hours, 😂😂😂as a constructor that needs to be carefully studied and not make a mistake, it is also interesting and of course professional from the author. You are a genius in this field. Thank you.👍👍👍👍🔥🔥
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.
brooo you're such a legend!!!!!! this came in clutch as I really needed a way to make grass, and I'm happy to see that you listened to your community! Thanks!
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..."
be sure to get a really good pc if you want more grass than a 2m x 2m square. ive been doing this for hours now cause my blender just says "not responding" for 5 minutes everytime i do any tiny action. and i have the ryzen 5 5600 and an rtx 2060.
I haven't looked into that yet, but I imagine you'd have to convert the entire scene into a 3d model for that to work, the poly count would be incredibly high.
Hey, thanks a lot for that tutorial :) Why do you use (03:50) vertex painting but not weight paint + vertexgrpup? Is vertex paint more precise (plane doesn’t need that much subdivides)? Best regards 🤝
Well if I remember correctly, I 1st tried the weight paint but ran into a few issues with getting its info into shader/geometry node. So I went with vertex painting and it was working fine. If you can get it to work with weight paint then just go with it, whatever works u know.
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!
Hi, I followed your video, congratulations, it's well done, can I ask you a favor? How do I add the wind in the nodes? I am talking about the ones you show at minute 14:28 WindNoise_speed etc..
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.
@@YumisakiLailah I think my scene actual size is very different from yours. So adjust the number to fit your scene's visual, don't just copy it. The important thing to remember is the principle/logic behind the process.
@@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.
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.
@@MTSyntho the way light interact with the object (or more accurately the shader of the object) is actually the same as normal shader. The only differences are there is no realtime shadow, and the shadow is now configured and controlled inside the shader by a black & white mask (which is why I invert the black & white value), that just means I have full control of the color of it. You can actually use principle bsdf, but from my experience that won't bring out the anime effect as good.
Давно я видел урок по анимации травы, сделанной также полигонами. Относительно недавно видел урок, где было сделано тоже в аниме-стиле, но при помощи нода Hair Grass. Я хотел объединить эти два способа (в основном из-за того, что мне нужно было анимировать более плоскую и реалистичную траву, чего системой частиц или Hair Grass вряд ли можно добиться), и вот я встречаю ваш урок. Я благодарен за показанное и рассказанное. Не менее хорошо выглядит подача материала, хоть и есть кое-какие странные сценарные решения в начале (1:24 повтор фрейма с шагами из плана выглядит не очень презентабельно на мой взгляд. Лучше, если на этих моментах 3:19, 4:37, 7:59, 11:13, 13:31 они будут выведены по отдельности по центру. А уже в конце как напоминание вывелись бы как в плане 1:24, но быстрее и, может, с слегка другой анимацией) и с моментом, где упоминается Data Transfer (объяснение, что это такое, пошло после того, как вы объяснили, что он должен быть в самом низу модификаторов). Высказал я эти недочёты, поскольку искренне желаю вам стать в этом ещё более искусным автором. Ещё раз спасибо за ролик. С прошедшим Рождеством и Новым годом.
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.
I'm trying to add lights in the scene but it doesn't change the brightness or color of the grass. Is there a way to make the lights also interact with the environment? or is it a peculiarity of the shader that does not allow the lights to interact?
With this workflow the light is there only for the shading direction. Everything related to visual should be mainly be adjusted within the shader. Although you can still find a way to make the light interact I'm sure, I haven't got the time to look into that yet.
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
I have a suggestion for optimization. Since we're downscaling the grass object to zero, this doesn't mean the object gets deleted, it's still there and adds unnecesary overhead to the scene. This is especially evident on larger scale scenes. To fix this, you can use the same Named Attribute node connected to a Math node set to Multiply, and then connect that to the Density of the Distribute Points on Faces node. The density will now be controlled by the Math node. This limits the distribution of the points only to the desired area delimitated by the Vertex Paint(ing) we did before. Let me know if what I said makes sense! Edit: There is one caveat to this method. When editing the Vertex Paint with this optimization, it's not possible to visualize the Paint anymore for any reason. You have to unplug the Distribute Points on Faces node for it to show up again. At least for me.
@@leapacho yes you're corrected on the issue that scaling down to 0 meaning it's still there. Doing your trick will help a lot in situations where there is a lot of dirt area. Other than that, the problem with performance in this workflow mainly comes from making all the objects individual copies instead of instances so the baking process can happen, which I haven't found a good solution yet. I will find the time to update your suggestion, thank you.
@@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.
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.
@@SemvanDijk-jr4ew sorry I misspelled, i mean your normal baking process maybe incorrected. In these situations, you would want to backtrack your steps untill you find the step where your issue appeared. That way you can pin point exactly where the problem came from. My guess is that your normal baking process has problem, does your grass look any different after normal baking? If not then that is where you're messed up.
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.
Do you think use this approach to modeling game structures is a good way or it may consume a lot of machine resources? Think in a open world mmorpg game, it would be super heavy or it not?
Create a collection contain the flower 3d models, paint a new vertex mask to determine where the flower will grow, then duplicate the geometry node modifier, select the flower collection and the vertex mask. 15:57
Thanku sir for you time, but i have 1 last question:- Can i add another ground plane or i can do vertex paint on same grass plane ? Please answer this.
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
You can achieve all the visual in this tutorial in any version of blender. Only the synchronization at 10:38 is for blender 4.1 and below. It seem like the modifier in newer version refused to refresh itself, turning it off and on (10:57) won't do anything.
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
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?
Following 9:25 i find myself an issue where when i tried editing its displacement using the image provided in the description. Everything looks soo destroyed and crumbly like some canyon stuffs happening. None of them are smooth and sometimes it goes wayyy out of place. Any fix?
Hi! I followed the tutorial and everything was going smoothly until step 3. I can’t seem to get a detailed mesh no matter what I do, my plane just stayed flat :(. Do you have any ideas what may have caused this??
Hi Trungduyng, I am having a problem in transferring vertex normals of Grass Meshes. Whenever I use the Data Transfer modifier, only Ground Plane gets affected, but Grass meshes don't change. I am using Blender 3.5 btw.
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
In Goo Engine I used a "Curvature" node in shader editor, essentially it is a node to generate Ambient Occlusion (using Goo Engine's algorithm). In my opinion it just looks better then Blender default AO.
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.
@@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.
love the video, but for some reason my grass looks gigantic, I tried scaling it down but as soon as numbers hit -0. the grass starts turning on the Z axis until it’s basically upside down (and the size is STILL not getting smaller, just keeps getting bigger but upside down) it’s maddening because the model is very tiny and I have no idea how to fix this 🥲
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.
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
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.
@@trungduyng alright! that did it. Thank you. the thing is... I got a second problem now. I opened a new file, did the tutorial until the part where you go into rendered mode. If I do this, nothing is lit up. only the detailed mesh underneath the actual ground is getting light. shadow mode is set to none and backface culling is active. maybe its a bug or im just not getting what i did wrong
You're using blender 4.1 right? You can also try clicking the "Data Transfer" modifier on and off to get it to refresh (like I did at 10:57). Also please make sure you're click the "render preview mode", not the "Material Preview" (the one right next to it)
@@trungduyng im using Blender 4.1.1 is that a problem? also when I try to add an object to my scene, the grass shape messes up and looks just horrible.
Using 4.1 is the corrected way, so I guess it's other reason. It is possible that the object you added is inside the grass collection, causing it to mess up.
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!
@@Spleebis 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.
only when you render? you might to check if you turned on the "render" button in the modifier. There are an monitor icon and a camera icon right next to the modifier name, camera icon will enable the modifier in rendering mode.
@@trungduyng i checked the camera button, but i think when i render it dhen it automatically appli becaus i found out the rendr looks same as the gras if i appli it.......sori for my english
@@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.
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).
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.
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")
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.
best looking 3d non-photoreal grass i've ever seen
This video is like a game, yes, the video duration is 18 minutes, but in these 18 minutes it turns into many hours, 😂😂😂as a constructor that needs to be carefully studied and not make a mistake, it is also interesting and of course professional from the author. You are a genius in this field. Thank you.👍👍👍👍🔥🔥
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
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 the best anime grass blender tutorial I have ever seen , thanks a lot .
nice easy and fun to make. Thank you for your time and knowledge
brooo you're such a legend!!!!!! this came in clutch as I really needed a way to make grass, and I'm happy to see that you listened to your community! Thanks!
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!
Gracias por el tutorial se ve excelente
xịn quá a, follow a đã lâu mong a tiếp tục ra tutorial nhiều hơn ạ
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!
This is the best stylized/anime grass I've seen yet in Blender. Is there any way you could do a follow up on how to make a similar style in Cycles?
Sorry for now I don't have any plan for it yet
Hóng tutorial làm cỏ này của a mãi :3
your tutorials are the best thank you very much💕
Just when I needed this tutorial! Thankyou you so 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
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
I'm glad I found your channel 😄
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..."
be sure to get a really good pc if you want more grass than a 2m x 2m square. ive been doing this for hours now cause my blender just says "not responding" for 5 minutes everytime i do any tiny action. and i have the ryzen 5 5600 and an rtx 2060.
How would you make the baking part for unreal?
I haven't looked into that yet, but I imagine you'd have to convert the entire scene into a 3d model for that to work, the poly count would be incredibly high.
You changed my life thank you very much❤❤
Love this tutorial so much! You are genius!
Very cool breakdown. Thank you!
Finally,, im waiting for this tutorial, thankyou so much
Thank you so much for great tutorial.
Hey, thanks a lot for that tutorial :)
Why do you use (03:50) vertex painting but not weight paint + vertexgrpup?
Is vertex paint more precise (plane doesn’t need that much subdivides)?
Best regards 🤝
Well if I remember correctly, I 1st tried the weight paint but ran into a few issues with getting its info into shader/geometry node. So I went with vertex painting and it was working fine. If you can get it to work with weight paint then just go with it, whatever works u know.
@ ☺️🙏
this is look so good bro, thanks for the tutorial
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.
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.
This is the best grass I've ever seen.
Great tutorial so far~
Hi, I followed your video, congratulations, it's well done, can I ask you a favor? How do I add the wind in the nodes? I am talking about the ones you show at minute 14:28 WindNoise_speed etc..
They are "Value" node, meaning they are just number fields. I just renamed them.
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.
How do you get that many grass at 6:12 ? When I do that, I only get few patch of grass even though i used the same density
@@YumisakiLailah I think my scene actual size is very different from yours. So adjust the number to fit your scene's visual, don't just copy it. The important thing to remember is the principle/logic behind the process.
Could you do a Grass tutorial with the tree technique? I'm trying to do it this way but an error always happens.
I know I recommended a lot on this method, but if all fails then maybe just download the demo project file and try to backward engineer your problem?
@@trungduyng hoo okay i will try!
Thank you very much for your tutorials, I love your content!
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.
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 🥲
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.
i am quite unsure about the light object configuration but either way, pretty cool tutorial, thank you 🤍
@@MTSyntho the way light interact with the object (or more accurately the shader of the object) is actually the same as normal shader. The only differences are there is no realtime shadow, and the shadow is now configured and controlled inside the shader by a black & white mask (which is why I invert the black & white value), that just means I have full control of the color of it. You can actually use principle bsdf, but from my experience that won't bring out the anime effect as good.
Давно я видел урок по анимации травы, сделанной также полигонами. Относительно недавно видел урок, где было сделано тоже в аниме-стиле, но при помощи нода Hair Grass. Я хотел объединить эти два способа (в основном из-за того, что мне нужно было анимировать более плоскую и реалистичную траву, чего системой частиц или Hair Grass вряд ли можно добиться), и вот я встречаю ваш урок.
Я благодарен за показанное и рассказанное. Не менее хорошо выглядит подача материала, хоть и есть кое-какие странные сценарные решения в начале (1:24 повтор фрейма с шагами из плана выглядит не очень презентабельно на мой взгляд. Лучше, если на этих моментах 3:19, 4:37, 7:59, 11:13, 13:31 они будут выведены по отдельности по центру. А уже в конце как напоминание вывелись бы как в плане 1:24, но быстрее и, может, с слегка другой анимацией) и с моментом, где упоминается Data Transfer (объяснение, что это такое, пошло после того, как вы объяснили, что он должен быть в самом низу модификаторов).
Высказал я эти недочёты, поскольку искренне желаю вам стать в этом ещё более искусным автором. Ещё раз спасибо за ролик. С прошедшим Рождеством и Новым годом.
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.
I'm trying to add lights in the scene but it doesn't change the brightness or color of the grass. Is there a way to make the lights also interact with the environment? or is it a peculiarity of the shader that does not allow the lights to interact?
With this workflow the light is there only for the shading direction. Everything related to visual should be mainly be adjusted within the shader. Although you can still find a way to make the light interact I'm sure, I haven't got the time to look into that yet.
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.
Thank u sir for this tutorial 😊😊❤❤
Is amazing, thanks you!
I have a suggestion for optimization. Since we're downscaling the grass object to zero, this doesn't mean the object gets deleted, it's still there and adds unnecesary overhead to the scene. This is especially evident on larger scale scenes.
To fix this, you can use the same Named Attribute node connected to a Math node set to Multiply, and then connect that to the Density of the Distribute Points on Faces node. The density will now be controlled by the Math node. This limits the distribution of the points only to the desired area delimitated by the Vertex Paint(ing) we did before.
Let me know if what I said makes sense!
Edit: There is one caveat to this method. When editing the Vertex Paint with this optimization, it's not possible to visualize the Paint anymore for any reason. You have to unplug the Distribute Points on Faces node for it to show up again. At least for me.
@@leapacho yes you're corrected on the issue that scaling down to 0 meaning it's still there. Doing your trick will help a lot in situations where there is a lot of dirt area. Other than that, the problem with performance in this workflow mainly comes from making all the objects individual copies instead of instances so the baking process can happen, which I haven't found a good solution yet. I will find the time to update your suggestion, thank you.
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.
Is there a way to recreate this idenitcally but in unreal engine 5??
@@professorfroopynoopers1171 not that I know of. I will take a shot at recreating this in ue5 in the future.
Awesome!!
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
for some reason, the node to add shadow doesn't seam to affact anything. 13:10
@@SemvanDijk-jr4ew you may want to double check if there is lighting in the scene. Or the normal baking process is incorrected.
@@trungduyng thanks for your reply
there is definitely light in my scene. but what do you mean by normal baking process?
@@SemvanDijk-jr4ew sorry I misspelled, i mean your normal baking process maybe incorrected. In these situations, you would want to backtrack your steps untill you find the step where your issue appeared. That way you can pin point exactly where the problem came from. My guess is that your normal baking process has problem, does your grass look any different after normal baking? If not then that is where you're messed up.
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.
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!
Do you think use this approach to modeling game structures is a good way or it may consume a lot of machine resources? Think in a open world mmorpg game, it would be super heavy or it not?
@@alissonhonostorio no doubt vegetation always has performance issue in video games. This would not be an exception.
You are a legend! Thank you for these. Clouds?
how to add flower in grass field , plzz tell sir or make video today
Create a collection contain the flower 3d models, paint a new vertex mask to determine where the flower will grow, then duplicate the geometry node modifier, select the flower collection and the vertex mask. 15:57
Thanku sir for you time, but i have 1 last question:- Can i add another ground plane or i can do vertex paint on same grass plane ?
Please answer this.
@@shubhamkumarsingh2112 Sure, you can add multiple vertex paints on 1 ground plane.
Excellent video! Question, how to get same beatiful look in Cycles?
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
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
eula rotation is deprecated
that is true, I ran into some problems with it, which I think is kind of odd because it is supposed to be a very simple function.
how can we achieve that data transfer look in blender 4.1 above?
You can achieve all the visual in this tutorial in any version of blender. Only the synchronization at 10:38 is for blender 4.1 and below. It seem like the modifier in newer version refused to refresh itself, turning it off and on (10:57) won't do anything.
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.
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.
Following 9:25 i find myself an issue where when i tried editing its displacement using the image provided in the description. Everything looks soo destroyed and crumbly like some canyon stuffs happening. None of them are smooth and sometimes it goes wayyy out of place. Any fix?
Well just decrease the intensity and make more adjustments like give it a bit of blur.
How wind force geometry nodes are added in Blender ? 🤔🤔
you mean the "Value" node?
@@trungduyng wind Noise_Tiling and WindNoise_Strength
@ yes they are "Value" node, meaning plain numbers, then I renamed them.
@@trungduyng Got it 👌👍 Thanks a Ton 🌹🌹🌹
nice tutorial
Hi! I followed the tutorial and everything was going smoothly until step 3. I can’t seem to get a detailed mesh no matter what I do, my plane just stayed flat :(. Do you have any ideas what may have caused this??
@@tororori can you give me some more details about your problem?
Good video, only you know, how can i do hair like this video?
I think this'll only work with short hair or fur. Long hair will probably cause problems when baking normal.
Hi Trungduyng, I am having a problem in transferring vertex normals of Grass Meshes. Whenever I use the Data Transfer modifier, only Ground Plane gets affected, but Grass meshes don't change. I am using Blender 3.5 btw.
Did you add a "Realize Instance" node in your Geometry Node?
like đầu, cmt đầu ủng hộ a ạ. Chờ gần 1 tháng từ hôm a khoe trên FB :D
Ty e❤
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.
In Goo Engine I used a "Curvature" node in shader editor, essentially it is a node to generate Ambient Occlusion (using Goo Engine's algorithm). In my opinion it just looks better then Blender default AO.
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 :)
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
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.
love the video, but for some reason my grass looks gigantic, I tried scaling it down but as soon as numbers hit -0. the grass starts turning on the Z axis until it’s basically upside down (and the size is STILL not getting smaller, just keeps getting bigger but upside down) it’s maddening because the model is very tiny and I have no idea how to fix this 🥲
Have you tried apply transformation on the grass pieces? Also try typing the number onto the field (for example 0.005) instead of dragging the mouse.
Thank u so much! Amazing!
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.
How would u do the data transfer in blender 4.2+ as it wont work as u state
If I use 4.2 then I would not expect any synchronization, other features should work fine.
Hi, I followed until the last step but why does it look different in the rendering, the gm nodes has shadows in the render
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
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.
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!
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
when I hit render in the demo file it looks weird. too realistic. but in viewport it works just fine
Try and render it in animation mode, there is some weird bug that make image rendering wrong.
@@trungduyng alright! that did it. Thank you. the thing is... I got a second problem now. I opened a new file, did the tutorial until the part where you go into rendered mode. If I do this, nothing is lit up. only the detailed mesh underneath the actual ground is getting light. shadow mode is set to none and backface culling is active. maybe its a bug or im just not getting what i did wrong
You're using blender 4.1 right? You can also try clicking the "Data Transfer" modifier on and off to get it to refresh (like I did at 10:57). Also please make sure you're click the "render preview mode", not the "Material Preview" (the one right next to it)
@@trungduyng im using Blender 4.1.1 is that a problem? also when I try to add an object to my scene, the grass shape messes up and looks just horrible.
Using 4.1 is the corrected way, so I guess it's other reason. It is possible that the object you added is inside the grass collection, causing it to mess up.
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!
@@Spleebis 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.
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
:D Again, Awesome.
wonderful!!
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
when i rendr it the dada transfor dont work
only when you render? you might to check if you turned on the "render" button in the modifier. There are an monitor icon and a camera icon right next to the modifier name, camera icon will enable the modifier in rendering mode.
@trungduyng yes i Chuck the Cameron button but it looke like when i rendr it it automatically apply
@@trungduyng i checked the camera button, but i think when i render it dhen it automatically appli becaus i found out the rendr looks same as the gras if i appli it.......sori for my english
@@vojtechdeml7777 Well then I recommend download the demo file and check for differences. trungduyng.gumroad.com/l/animegrassblender
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.
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).
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.
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
Can this setup work in cycles?
I believe it would, but you'll need to adjust the shader a bit.
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")
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:
ruclips.net/video/oJstPGbbzzI/видео.htmlsi=ElTh65-uF3aXHNCC
@@Kapthos there is also full process unedited version in the description.