Building Grass, Physical Mateirals & Adjustements
Last updated
Last updated
Editing the Master material is required to use Physical Materials and Grass. Click the MASTER button at the bottom of the interface to open the Master.
In this example, the grass is on the Base Layer, the Dirt on the Sub-Layer 1 and rocks on the Sub-Layer 2.
Here you'll find all your layers as well as the Grass and Landscape Physical Material Outputs.
To use them, simply add your grass types/physical materials, plug your desired Sub-layers, and that's it !
Simply add the desired layers together before plugging in to the nodes.
If you want to remove all grass values form a specific area, you can paint as Non-Weight Blended the ERASE-GRASS layer.
The Grass tab allows to tweak the Grass Map Values associated with the Sub-Layer.
The examples below, shown in LOOKDEV, shows how the Grass Adjustements affect the rendering of the Grass and a few tips.
The flower are applied with the Sub-Layer 2.
As the Sub-Layer 2 is only used for applying the flowers, its material does not need to be rendered.
If a Sub-Layer does need to render the Material, the Grass Only toggle can be enabled.
If enabled, the Sub-Layer will render its Grass Meshes on top of the previous ones.
This can be especially useful for applying flowers on top of the grass, instead of just replacing it.
The second Sub-Layer is made using a Splatmap multiplied with the Noise forming the grass of the Sub-Layer 1 (Noise of the SBL 2 Linked to the Noise of the SBL that initally applied the grass.)
The Contrast and Force Settings in the Grass Adustement Tab affect how close to the mask map the grass will be applied. Setting a Negative Contrast value will invert the Grass Map.
Contrast
Force