Grasshopper

algorithmic modeling for Rhino

Hi, I'm new to grasshopper and this is the first definition I made.

It is built on top of this definition, and has the same purpose: to scatter vray proxies, to make 3D grass (although it can use any proxy). However I decided to use the Human plug-in and scatter them as block instances, this allows me to add some reference lines in a different layer to have a better visual reference of the proxies, and have a lighter work environment in Rhino. (If you have the blocks on a layer and the proxies inside in a different layer, the proxies will render even if their layer is off and they are not showing in the viewport)

The definition has two parts: the bottom part scatters 3 grass primitives on a circle surface and is mostly an updated version of Manuel's definition, I hope he doesn't mind (you can replace the circle with any surface if you want a small patch of grass), you then bake this geometry, create one or several proxies in Rhino and create the blocks; the top part scatters a block on either a Surface, Brep or Mesh. 

The definition populates the base surface/brep/mesh with points, then offsets the edges with the circle radius and pulls the points outside that boundary to it, so the circles don't fall outside the surface. (this part was the one that gave most troubles and it still fails sometimes, maybe someone could help me with that)

It also autoflips the normals if they're not up, and aligns the X axis of the target planes to a set direction (so you can have some wind or gravity effect if you want).

I used, and you probably need to make it work: Rhino 5 sr11 64bits, V-ray 2.0, grasshopper 0.9.0076, and Human (3-17-2014)

In my examples I scattered 3 blocks each with its own material, but you can have proxies with multiple materials.

If you make your own grass primitives don't forget to map the textures before scattering.

I'm posting some example renders and sharing the vray materials and proxies I used (I was experimenting with vray2sidedmats and a second diffuse layer with yellow noise mapped to world coordinates)

I'd like some help to get some cooler and different ideas for grass materials and proxies.

If you get some bugs let me know...

Eduardo

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Some more renders

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And two more

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Very cool man thanks for sharing this looks like a better version of a lmnts scatter.

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