Unlike most plants which are decently full at 100, moss does take a lot of particles. But it should be thick at 1000.
If this doesn’t match what you see, you may have not turned off the Child Density Optimization. For moss, this can make it look a little thinner, it’s in the emission subpanel of the growth panel
Here’s what 1000 density moss looks like with the optimization
And i guess the last thing you may want to check is that you’re display is set to 100%, otherwise you won’t see all the particles.
Yeah, I’m not going to start porting it over until at least beta release. It’d probably release after full 2.8 release. Dealing with a changing API, or debugging on a buggy platform isn’t worth the stress.
To anyone who’s on a short budget (probably 99,9% of all blender users ) : Get 25% OFF Graswald on the blendermarket because of the wonderful blackfriday and cybermonday sales!
Hey Luigi
Our license prohibits selling the models and or textures in any way, even when modified or put in a different context. So you cannot resell them as scenes.
Trying out Eevee for the first time, can anyone help me out? I’ve gone through all the settings but compared to cycles, there’s a huge difference here… What am I missing?
Both lit with an hdri only, cycles is the better-looking one!
Thanks for all your advice, results will come soon. For now, I started exploring the new wind features and I have to say, they are pretty amazing. Here’s a little animation I threw together in 5 minutes. A lot of things could be optimized, but I like how it looks for now:
Great to hear! Just started using the add-on and am very impressed with it! Well done
I am only using Eevee as a live previewer, currently, since Cycles still seems to produce a more accurate render. But it would be nice to get them to match closer
Hi
Is there any way we can avoid pesky single tuft of grass/particle at emitter origin?
I like to have scene objects origin at world 0,0,0 however this might mean a random grass pops out of nowehere at this origin.
Or is the only workaround to hide the origin of the object out of sight?
I mean, simple problem and workaround but it can cause a headache for those trying to work out what is causing these seemingly random particles to appear.
Hope it could be improved