I am trying to make a large realistic landscape of several hectares full of low vegetations (and some trees) with a resolution on the ground around 5 centimeters. It is to create a landscape view from the sky, at around 50m-100m from the ground, camera facing down. I use Graswald but I am facing performance isues or bad results. Not the Graswald’s fault of course, but due to my inexperience in this subject.
Expected result is the first image at the end.
I firstly naively made a huge particule system with Graswald but despite my 32 GB RAM, Blender ran out of memory. After this logic fail I explored other techniques :
- Full procedural textures, but I definitively do not have the level right now to achieve a realistic result. Furthermore, I am not sure it is the right way to do what I want.
- Particule sytem with planes as particules, whose the base color textures come from previous orthograhpic renders with Graswald (it looks like a base color baking of a primary particule system). Individual planes look not so bad, but put together in the secondary particule system it is not satisfactory. The idea here is to have a particule sytem of rendered patchs of particule system.
- Texture paint a large plane with a texture (the same one as the previous point), from a previous orthograhpic renders with Graswald particule system. The resulted image texture is way too large (>1GB) if I want to achieve my 5 cm of resolution on the ground. And above all, the result is not good.
- Use, again, a rendered texture on a plane, and then make a lot of planes with a random texture placement thanks to random coordinate generation to break pattern repetition.
The last point is the best (but not satisfactory at all). To illustrate it, the second image is the rendered plane (represents 1m x 1m) with a particule system with Graswald (I know it lacks of diversity right now).
The nodes I use to randomly place this texture on hundreds of planes is the third image.
And the result (around 15m wide) is the last image.
On a performance point of view it is great since it does not need much memory (I mean for this large size) and shader calculation is very simple. But it is not realistic at all. It lacks variations across tiles like we can have with a standard particule system.
Nothing I have tried can beat a giant grass particule system with vertex group paintings to bring nice variations on size and distribution.
If someone have any idea or some documentation or links to acheive this large scale realistic grass landscape, I will appreciate it.