Foreground Blends / Particle Based Grass - How do you use it?

My question relates to Foreground Blends, an addon that allows you to add responsive grass. I am quite aware of this PDF which technically explains how the grass works. But I have yet to make this thing work reliably and that PDF says nothing about modding the actual particle setting sliders to further alter the output.

I have precisely one scene where there is nice, full grass. I somehow brought it into being. However, I cannot replicate it, and I've basically done a side-by-side comparison between the one that works and the one that doesn't (ie: every other attempt I have made), and there is no differences in either of the surfaces. I am at a complete loss.

The main problem I'm having is that I cannot make the grass more 'full'. None of the density sliders appear to actually work. I have made drastic changes to values only to find that nothing in the rendered output changes.

I'm just about at the point where I'll throw up my hands and make the full geometry in blender, but I was really hoping to make use of dForce functionality. Oh well. If any of you have cracked this nut, please let me know.

Comments

  • GordigGordig Posts: 10,053
    edited September 2021

    Are you rendering before deciding that changing the density doesn't work? edit: re-read your post, sorry.

    I just threw Foreground Blends into an empty scene, and increasing PS Hairs Density from .5 to 1 changed the fullness of the grass in the viewport as well as the render. Have you tried increasing PR Hair Density as well? That won't show in the viewport, but does in the render.

    Completely default:

    PS Hairs Density at 1:

    PS Hairs Density at 2:

    PS Hairs Density at 2, PR Hairs Density at 1:

    FGB default.png
    1200 x 1600 - 2M
    FGB 1.png
    1200 x 1600 - 2M
    FGB 2.png
    1200 x 1600 - 2M
    FGB 2+1.png
    1200 x 1600 - 2M
    Post edited by Gordig on
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