NUbots / NUpbr

Physics Based Rendering (PBR) pipeline for generating realistic semi-synthetic data
MIT License
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Use grass textures instead of a particle system #2

Closed Bidski closed 4 years ago

Bidski commented 4 years ago

image image

JosephusPaye commented 4 years ago

The grass looks like it's behind a piece of glass pressing on it 😅 (i.e. it looks weirdly smooth and reflective).

Bidski commented 4 years ago

Yea I dont know how to fix that, it didnt look that way when I was testing it. Anyone got any ideas?

3than commented 4 years ago

Looks like the grassblade object has not been called into the scene.

The PBR scene was initially configured to use a particle system that rendered hair splines (which was taking too long). It was modified to take an object 'grassblade' and iterate it across the field to render more quickly.

This can be configured by going into the particle settings of the Field object in Blender. pic1

This can be combined with a grass texture on the Field poly shape to create a base for which the grass sits on top to create a realistic looking render: fieldlines2

It looks like you have applied a grass texture to the Field poly shape in this scene, although it has too much reflection. Have a look at the specular and metallic values in the bsdf_shader corresponding to the Field poly shape.

bsdf

Bidski commented 4 years ago

Added a segmentation image to the description