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Mick Hazelgrove wrote:
> His file outputs a grass patch as a mesh and to give you
> some idea of of it's capabilities and to pass on the lesson I have learned I
> rendered this picture.
Actually the more blades you put in a patch the least it's going to cost
memorywise. I've covered whole prairies this way. The patch method has a big
drawback, though : it only works well on flat ground. On round objects, the
borders of the patches can be seen.
Another difficulty is to make it work with the eval_pigment trick (which gives a
more realistic grass "movement"). In my prairie macro, the blades are quite
randomly curved and rotated, so that when you "sew" several patches, the seams
are quite invisible. If the curve, size and rotation are determined by
eval_pigment, it's likely that the seams will show up because of the lack of
continuity between patches. This won't be less of a problem if you work with
very large patches, though.
G.
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