In this short tutorial we’re going to talk about  lawns, specifically we’re going to take a look at   how to add realistic grass to you scenes using  the presets that ship with Forest Pack Pro,   and then, in the second part we’ll look at  how the presets can be modified to create a   few looks that aren’t available out of the  box. There are 6 short parts to this video First of all, a couple of tips to  liven up the Terrain under the grass  Second we’ll add a Simple Grass preset, Next we’ll add some overlays to add   some subtle visual interest.

Then we’ll remove the weeds   and cut the grass (if only it  was this easy in real life)  Next we’ll show a simple way to add stripes  to your lawns by modifying the materials  And finally we’ll stripe the lawns by  manipulating the geometry itself, which   will give you more physically accurate results  for those close ups where it really matters. If you’re only interested in one of those topics,   then this video has been chaptered so you can  quickly jump to the part that you want to watch. Before we add any Forest Objects,  let’s take a quick look at the Terrain.   At present, I have a simple spline for the  terrain. I can convert it to an editable poly,   but of course lawns are seldom this perfectly  flat. To fix it, in a second we’ll add a noise   modifier, but before we do, we need  to increase the polygon count a bit. Add a Subdivide Modifier and then decrease the  parameter until you have a nice even amount of   polygons, sufficient for the detail you require. Now you can add the Noise modifier and change   the Z Strength and the Scale settings until you  get a little unevenness.

Try not to over do it.  Now, there might be an issue around the borders  where the lawn is likely to connect to the   surrounding hardscaping. The noise modifier may  cause these seams to open up as you can see here.   To avoid this, add an Edit Poly modifier below the  Noise Modifier. Go to the Border sub object level   and then select the terrain’s boundary. Hold down  Ctrl and click on the Vertex sub object button to   convert it the border to to a vertex selection.  Hit grow a few times until you have a wide border   around the edge of your area and then hit Ctrl  + I on the keyboard to invert the selection.  Next enable Soft Selection, and then increase  the Falloff Distance so you’ll get a nice gentle   decay around the edge. Now the majority of  the terrain has some noise with the edges   remaining unaffected so that they remain  connected to the surrounding landscape. We’ve improved the ground plane a little, so let’s  add some grass. All the examples in this video use   the Forest Pack presets which is the fastest  way to add grass to your scene.

To use them: Go to the Create panel, to the iToo Software  section and click on Forest Pack Pro  Click on the button to open the Library Browser. There are two collections of grass in the presets   folder: Lawns and Layered Lawns. The Lawns  collection is older, and for most scenarios   I tend find that the Layered Lawns presets give  me better results, but feel free to experiment. —————————————————————————— You’ll notice there are two   types of presets available. Large and  Detail. Which one should you choose?   For most purposes the Large presets are the ones  to go for because that are made from precomposed   60cm or more circular patches of grass that allow  you to fill large areas without having to scatter   millions of individual plants. It’s  much more efficient. On the other hand,   the detail presets are made from much smaller  clumps, or even individual plants, and are   designed for use in close up renders or when the  terrain is so uneven that patches aren’t suitable.  Select one of the Base Layer presets. There  are 6 of them which are gradually more worn   looking the higher the number. There are also  some all in one presets that include flowers,   but we’ll add these in a separate  step today for more artistic control.   The healthiest looking lawn is the first so we’ll  stick with that.

Select it, and click Import.  Click on the surface to add grass. Remember, if  you want to add more surfaces, you can go to the   Surfaces rollout and then click on the Add button  and select an additional surface from the scene.   You can do this for as many surfaces as you need. When using large presets you can get a situation   like this where you have grass extending  beyond a very clearly defined edge.   To fix it, go to the Areas Rollout and then  select the Surface from the Areas list.   Change the Boundary Checking mode to Edge. It’ll  look the same in the viewports, but at render time   the patch with be clipped per element for more  clearly defined edge. You can see a preview of   this in Points Cloud mode by Ctrl+Clicking  on edge mode. This preview slightly reduces   performance so I wouldn’t bother except for when  you temporarily need a more accurate preview.  Now hit Render. That’s all  there is to it – Instant Grass!! Lawns are often a combination or grasses plus a  host of other small plants and weeds.

One of the   best ways to be able to art direct your lawns  is to build this up using serveral different   layers of vegetation. Don’t worry about the  plants intersecting, it’s seldom visible in   the final renders. The Layered Lawns presets have  been designed for this and include several options   to add additional vegetation to your base grass  layer. Let’s add a few of them to illustrate.  The easiest way to add an additional  layer is to clone the existing grass.   That way you don’t need to keep adding  the areas for each new Forest Pack object.   With the grass selected, press Ctrl+V and  make sure that you set the mode to Copy.   I’ll call this one fp_chickweeds  so it’s easy to identify later.  With the cloned Forest Pack object selected,  go to the Geometry rollout in the Modify Panel.  Click on the button to open the library.

Go to the Layered Lawns library and pick an   overlay preset. In this case I’ll add chickweed. Click Load Selected.  The grass is replaced with a Chickweed preset, but  the surfaces and any other areas are maintained.   If you render this the effect is subtle, but  you can see for example at the bottom here, that   the grass is less homogeneous because there  are other plants breaking up the repetition.  We can add more. Clone the Forest Pack  object another time by clicking Control+V.   Name it fp_buttercups, then go to the  Geometry rollout and open the Library.   This time we’ll select and  import the Buttercup preset.   Render now and we have added another  subtle overlay. You can see it just here.   The idea is to break up the grass naturally,  without any one layer drawing attention to itself.  OK, but what if we actually want something a  bit less subtle. Let’s add some dandelions.  Clone the Forest Pack object a 3rd time  by pressing Ctrl+V.

Name it fp_dandelions.  Go to the Geometry Rollout  an open the library browser.  This time I’ll pick one of these showier  dandelion presets and click Import.  Now if you render you can  definitely see the difference!  Now maybe that’s a few too many Dandelions,  and this brings me to an important point, you   can easily adjust any of these presets to get the  particular look you’re after. Typically you’ll be   adjusting the Density to add more or fewer plants.  In this case we’ll reduce the number by going   to the Distribution rollout and Increasing the  Density value until we get a sparser distribution.  If you Render now you’ll get  a much more subtle effect.  If you want it really subtle you could  even increase the density a little more.   Of course you can change any aspect of these  scatters including the distribution pattern,   density, cluster sizes, global size  and even transforms, as we’ll see next.

This lawn is looking pretty wild. Let’s  make it look a bit more cared for.   First of all we’ll turn off the plants and  weeds by opening Forest Lister and disabling   these objects by clicking on the  check marks. No need to hide them too. Next select the Grass layer. We  want it to look a little shorter.  Go to the Transform rollout.  Let’s separate the Scaling axes so that we have  separate control over XY and Z. That way we can   shorted the grass by scaling the Z height of the  patches, without opening up gaps between them.  Change the Z Axis Minimum to  40% and the Maximum to 50%.  Now if you render you have a much neater looking  lawn, but really it’s exactly the same preset! On the theme on tidy gardens, we’ve all seen  those perfect freshly mowed striped lawns,   but how can you achieve this  with Forest Pack in 3ds Max? Well it helps to understand why it happens. The  striping is caused by a roller on the mower that   flattens the grass into stripes with opposing  directions.

As a result, what we perceive as   a colour variation is actually caused by the way  the grass is reflecting light back to the camera.   We can simulate that a couple of ways then, by  recreating exactly the cause of the striping   and making a Forest Object with stripes of  grass with different rotation values – which   takes a bit of work – or for renders  where the camera isn’t so close up,   you can probably just cheat it with a  map. Let’s try the latter first of all: Select the Grass Forest Pack object   and go to the Geometry rollout Open the Material Editor  Instance the material from the Material slot  in the Geometry rollout to the Material Editor.  Find the grass materials in the multi sub  object material. In Layered lawns there   are two, one on ID 4 and one on 5 Create a new Gradient Ramp map   and change the interpolation to Solid. Now, how to we define the UVs for this scatter?   In other tutorials we show the use or Forest  Colour’s Tint by Surface feature for this kind   of thing, but it has the drawback that the whole  patch will take the same value so you don’t get   great definition – plus the tint feature  is already being used for something else.  Instead the trick is to use the good old  fashioned planar from world XYZ mapping type   which simply projects the map on the worlds Z  axis.

It removes the need to UV map anything,   and it also doesn’t have the same limitations  as using Forest Colour’s Tint settings.  To control how big the stripes are, turn on  Use Real World Scale and the set the Size.   I’m going to go for 150cm in this example. So we have our stripes map, where to connect it?   We could wire it to the Diffuse input and  then Wire the original map to the first flag.   Next wire the same map to the second input   via a Colour Correct map and  slightly lighten or darken the map.  Another option, since in real life the  effect is caused by differences in angle   causing more or less light to reflect to  the camera, is to wire it to the Reflect Map   input.

You can then use the colours to make  stripes of more and less reflective grass.   It’s a total cheat, but for midground renders the  effects can work quite well as you can see here. Finally, If you really want to recreate  the actual geometry of a striped lawn   then we’ll need to start with a different preset.  Remember this grass is made from 60cm patches,   so we can’t rotate it without it looking  like a load of strange green man hole   covers on edge in your scene. Instead: We’ll create a new Forest Pack object,   and open the library. This time using  a preset from the older Lawns library.  I’m going to choose the Common Grass presets,  and in this case we’ll use the Detail version   because we want individual plants rather  than patches so that they can be rotated.   Select it and click on the surface.

Go to the Transform rollout and change   the X Rotation Minimum property  to -85% and the Maximum to 85%.  Create a Gradient Ramp and set the interpolation  to solid. Change the first flag to Black   and the second to White. This map will control  the X Rotation of the scattered objects,   the Black colour will tell Forest Pack to use  the Minimum rotation value and the white value   the maximum. Since we don’t want any values in  between to be used, we don’t want any greys, and   for that reason it’s also important to remember  to set the Blur value as low as possible or you’ll   get tufty grass sticking up between the stripes.

For this map we will have to use the UVs on the   Terrain, so if it’s not already UV mapped  you should add a simple UVW modifier.  Finally, set the maps X Tiling value  to decide the number of stripes.  Assign the map to the Map input of  FP’s Transform > Rotation settings.  Check the option so that the X Axis uses the  map to control the rotation.

Uncheck any others  If we change the display mode to pyramid you  can get a clearer idea of what’s going on.   As you can see, we now have stripes of  items facing in alternating directions.  Let’s take a quick look at the source geometry.   Right Click on the Forest Pack object  and click Select Forest Custom Object.   Open the Layers manager and move it to  the active layer so we can take a look.  As you can see we’re actually scattering  little patches and so rotating them nearly   90 degree will result in a lot of the  geometry being lost in the terrain.   We can compensate by going to the Geometry rollout  and slightly increasing the Z – Offset property.  While we’re look at this geometry we could  also remove a few of the blades with a large   bend angle since they’ll affect the flattened  look that we’re going for.

(Though it’ll   still work fine if you don’t bother.) Now back to the FP object, we’re nearly   ready to render, but because we used a Detail  preset we’re scattering a LOT of objects so we’ll   need to remove or increase tje limitations  on the number of items Forest can scatter.  Go to the Display rollout, and either add a  few zeros to the Render > Max Objects parameter   or simply set it to zero to  remove the limitation completely.  Render! You can now see the effect of the map  to create a striped lawn effect. At this point   I’d also like to remind you that if the colour  of the lawn presets needs a little adjustment,   then Forest Pack 7 and above has some nifty Colour  Correction tools found in the Materials rollout.   From here you can shift the hue, alter  the brightness and reduce the saturation.  And here’s our final lawn with  a little post-production applied Here ends our video on using Forest  Pack’s built-in grass presets.   We hope you found it useful and that you now  feel confident to create several types of lawn.   Of course we’ve focused here on using the presets,  but you can create your own lawns.

In this related   tutorial we show you how to create your own  patches from individual plants. Check it out! As always, we’ll be releasing more  regular tutorials soon, so if you   don’t want to miss an update, please  feel free to subscribe to our channel.

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