top of page

Grass Painter Documentation

Grass Painter 1.4.2

Grass Painting Panel​

​

  • Grass Painting panel found in the side menu in the 3D viewport.

  • You must select a mesh object before pressing "Add Grass Paint To Object"

​​​​​​

Add Grass Paint To Object

​

​

Update Collections For Object

​

​

Object ID

​

​

​

​

​

​

Imports and assigns the node trees, materials and modifiers

​

Updates the instancing to acknowledge some of the changes in the Grass Object collection.

 

Displays the numbers that will appear on the names of duplicate node trees, collections and modifiers. Do not delete the duplicates. They are assigned to the object with the same number (Object ID) A value of 0 means the object corresponds to the first grass paint that was added. (Not duplicates)

Soil Material​

​

  • Dynamic soil material. May not automatically apply to your mesh. If not, select all your vertices in edit mode and click assign in the material properties window.

 

 

 

 

 

 

 

 

​​​​​​​

Soil Colour 1

​​

​

Soil Colour 2

​​

​

​

Soil Colour 3

​

​

One of three colours controlling the base colour of dry soil. The soil will get darker with wetness.

​

Second of three colours controlling the base colour of dry soil. The soil will get darker with wetness.

​

Third of three colours controlling the base colour of dry soil. The soil will get darker with wetness.

Grass Material​

​

  • Grass instancing is set to this material by default.

  • Made to be close to real nature.

  • Earth-based properties.​​​​​

Grass Colour 1

​

​

​

Grass Colour 2

​

​​​​

​

​

​

​

One of two colours controlling the base colour. Dead grass is not controllable and follows natural earth-based principles.

​

Second of two colours controlling the base colour. Dead grass is not controllable and follows natural earth-based principles.​

Grass_Alien Material​

​​​

  • Set Grass instancing to this material with the "Alien?" tickbox in the grass instancing modifier.

  • Default settings are set to earth-like properties.

  • Can be adjusted to forgo the constraints of earthborn matter.​​​​​

Grass Colour 1

​

​​Grass Colour 2

​

​

Photosynthesis Agent Colour

​​

​​

​​

Pigments​

​

​

One of two colours controlling the base colour.

​

Second of two colours controlling the base colour.

​

Changes the colour of the alien photosynthesising agent. Earth's would be chlorophyll.

​

Enables or disables the use of controlled pigments. Enable for more physically accurate results. Disable for no control over the dead grass. Often gives exotic-looking results.

Pigments​

​​​

  • Control over the stability of custom alien pigments.

  • Order by the presence of pigments in your grass.​ (Pigments close in colour to the "Grass Colour 1" or "Grass Colour 2" should be at the top, as they are so abundant they make up most of the colour.)

  • Only use custom pigments that are present in your grass.​​​​

Pigment 1 Hue

​

 

 

 

Pigment 1 Stability​​

​

​

Pigment 2 Hue

​​

​​

​​

​

 

Pigment 2 Stability

​

​

Use Pigment 3

​

Pigment 3 Hue

​

​

Controls the hue of the most present custom pigment when the grass is alive. Unless "Pigment 1 Stability" is 0, set this to a colour with the hue of "Grass Colour 1".

​

The length of time the pigment lasts in the grass after the grass starts to die.

​

Controls the hue of the second most present custom pigment when the grass is alive. Unless "Pigment 2 Stability" is 0 or your "Grass Colour 2" is very similar in hue to your "Grass Colour 1", set this to a colour with the hue of "Grass Colour 2".

​

The length of time the pigment lasts in the grass after the grass starts to die.

​

Enables or disables the use of a third pigment.

​

If "Use Pigment 3" is enabled, controls the hue of the third most present custom pigment when the grass alive.

​

​

​

​

​

Rain

Hydrophobia

​​

​

​

​

Controls the amount that the grass repels the rain.

​​

​

​

​

​

​

Tiny Hairs

Tiny Hair Amount

​​​

Tiny Hair Roughness​​​

​

Tiny Hair Tint

​​

​

​

​

Controls the strength of the tiny hair effect.

​

Controls the roughness of the tiny hair effect.

​

Controls the tint of the tiny hair.

​​

​

​

​

​

​

Grass_Instancing Modifier​

​​​​​​

Density Max

​

Seed

​​​

Minimum Scale

​​

​​​​​Maximum Scale

​

​Rotation Variation

​

​

​

Alien?

​

​

Raindrops?

​

​

Controls the maximum density of the grass.

​

Changes the random seed of the grass.

​

Controls the minimum scale of the grass.

​

Controls the maximum scale of the grass.

​

Controls the amount of variation in the rotation of the grass. Dead grass around a no grass patch will already be rotated to be more flat.

​

Controls which material is used for the grass. Tick to use "Grass_Alien".

​

Controls whether or not raindrops are instanced on the grass

Raindrops​

​

​​​​​

Use Boolean

​

​

​

​

Keep As Instances

​​​

​

​

​

​

​

​

Wetness (Density)

​​​

​

Seed​​​​​​​

​

​

Uses a boolean operation and realising of instances to make sure no raindrops go inside grass blades. Very performance intensive, almost unnoticeable difference.

​​

Doesn't realise any instances. Raindrops will appear in the same places on each instance that comes from the same grass object. Fastest performance. Disable for random placement of raindrops on each individual grass blade. Performance downgrade depends on your computer specifications.

​

Controls the density of raindrops and affects the soil and potentially the Grass_Alien material.

​

Controls the random seed of the raindrops.​

Grass Objects

​

  • ​Collections that store the grass objects used for instancing for each grass paint iteration.

  • Each duplicate collection has an ID. This will match the ID of the object emitting the grass (found in the Grass Painting panel)

  • You can add and remove grass objects from the collections, but you must always have an object beginning with "Grass Object" and an object beginning with "Green Grass Object". You must also name any new objects with the beginning "Grass Object" or "Green Grass Object", followed by "Ribbed" or nothing, then the number, then followed by the object ID if it is not 0.

  • Make sure to unwrap your UVs!

Grass Object​​

​

​

Grass Object Ribbed

 

​

Green Grass Object

​

​

​

Green Grass Object Ribbed

​​​

​

​

​

A grass object with tiny noisy bumps that is instanced in all areas of the grass.

​​​

A grass object with tiny ribbed bumps that is instanced in all areas of the grass.

​

​A grass object with tiny noisy bumps that is only instanced in the thriving areas of the grass (alive areas). It does not have to be green.

​

A grass object with tiny ribbed bumps that is only instanced in the thriving areas of the grass (alive areas). It does not have to be green.

​

​

Vertex Painting

​

  • Make sure you have a subdivided mesh.

  • A vertex color layer will automatically be created when you add Grass Painting to your object.

Raindrops

​

  • Raindrop objects with the Object ID at the end.​

Raindrop Material

​

  • Material automatically applied to raindrops if "Alien?" is false.​

Raindrop_Alien Material

​

  • Material automatically applied to raindrops if "Alien?" is true.​

Rain Tint​​

​

​Rain IOR

 

​

​​​

​

​

​

Controls the tint of the raindrops.

​​​

Controls the Index of Refraction of the raindrops.

​

​​

​

​

bottom of page