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Anonymous No. 836982

I finally realised why my vegetation looks like shit. But how do I do this in Blender???

Anonymous No. 836984

>>836982
Same, just use transfer attributes modifier.

https://www.youtube.com/watch?v=SuQakwmCuRM

Idk why, but I rarely get good looking results with this method. Shading is almost never that smooth and I'm sure I'm doing it properly.

Anonymous No. 836985

>>836982
all nice and dandy, but I'd like to see the visual results before/after

1920x1425

60a33cd092a7b[1].jpg

Anonymous No. 836992

>>836985
https://80.lv/articles/how-to-improve-your-vegetation-with-vertex-normals/

Anonymous No. 836997

>>836992
Nice. I wonder if the same technique could/should/is used for hair cards. I haven't seen it mentioned in any hair tutorials.

Anonymous No. 836998

>>836992
I don't understand, I get the result on the right by default. Maybe it's because of the way I set up my planes or what? Most of them are facing upwards in the model, how the fuck is the shading on the left fucked up that way in the first place?

If you place all those planes horizontally, all their normal will face upwards. Then you just curve them slightly and you get that result on the right.

Anonymous No. 837003

>>836998
Are you looking in a real time renderer like ue4

Anonymous No. 837016

>>837003
Yes ofc

Anonymous No. 837019

>>836982
Cool. Reminds me of plugin I wrote 20 years ago.

Anonymous No. 837030

>>836982
why dont just mix transculency in the shader? or use sss?

Anonymous No. 837035

>>837030
I don't think you get the point