And this next series of lessons of this course, we're going to finish out this scene lighting, texturing
and rendering, but basically the dynamics part of this course is pretty much over.
But I wanted to show you how to take this image and scene to a final render, even though we've covered
this in previous lessons.
I wanted to do a little bit of a wrap up here and kind of combine everything we've learned throughout
the course so that we can get a final image that we're proud of.
So to begin with, I wanted to address one little issue I found with Bifrost caching.
When you try to render a scene that doesn't have a cache on it.
So let's say we go to the Bifrost Arrow and originally have already cast it a bit.
But basically this cache started at frame 10 20.
And so all the frames before 2010 20 would give an error.
And so what I had to do was go back into the cache so properties and go back down to the cache.
And I changed this to three, which was replace any encash frames or cache any uncashed frames and leave
any already existing cache frames alone.
So meaning if I played from one zero one, it would cache everything up until we had a cast here at
10 20.
So basically we needed to create a cache here from one to one to 10, 20 to get around this kind of
bug in my ear.
That wouldn't let you render an Arnold without having a cache on every frame.
So we can set this back to one because already cache that out.
But just wanted to talk about that.
In this lesson, we're going to create some grass with the MASH network for the ground playing here.
We can go ahead and hide this because we've already created that ground.
We can hide this as well.
And I do want to use this now as ground inside of the plane.
So I'm going to duplicate it and then hide the original.
So I'm going to say inside ground here and I'm just going to drag this up to the set.
Someone a middle mouse, drag this all the way up to the set to try to keep this a little bit organized.
There's a lot of things in the scene now.
You can see how it gets kind of crazy.
So let's select this.
We're going to hide that one, which is the collider.
So now we can take this inside ground and just kind of scale it down a little bit and basically just
wanted something to be here for.
When the ground gets blown away, like back in here and we can see through, we don't want the grass
normal texture popping up here.
We want something darker.
So that's all that this is going to be used for.
So I'm just going to scale this down so that we don't see the edges of it.
And basically I'm looking at the corners here.
And so now it's scale that we can't see it.
And I'm going to turn on the ground plain here.
So all I need to do is make sure that this inside ground is above that.
So I'm just need to drag this up.
So we could make this kind of more circular here and pull these vertices and this is just so there's
not like hard edges here, but basically, yeah, this is just for.
Kind of visual segue that we don't see the green grass through this once, it's, um, once it is blown
up, so just making something.
You know, reminiscent of ground here or mud or something, so we'll use that here later on.
So for right now, I want to create some grass.
So let's create a plane and we're going to create one blade and we're going to make it be used in every
blade, basically.
So we're going to use Mass to randomize it and whatnot.
So get that to 90.
Let's delete everything below the ground here.
So let's turn on the ground plane so we can see that I'm just going to delete everything that is below
that and I'm going to drag these over to kind of be in the center.
Now, I already have my non-linear binda farmers up.
You can get to those from modeling to form non-linear.
And I just tore that off there because we're gonna use that a couple of times, some to select this
object.
I'm going to go to twist and I'm going to show all so we can see it.
And then I'm going to rotate this up 90 degrees, I guess 180 really, and then I'm going to twist it.
So this is basically just going to give our grass a little bit of a shape here that's not totally flat
and move this over, just a touch.
So it's in the middle.
And then I'm going to select this again and go to bed and I'm going to rotate this up, turn on so I
can see which direction this thing's trying to go in.
So now I can say negative 90 and then just zero those other ones out and drag this to the bottom and.
Turn off, turn the curvature up a little bit here, and it's looking pretty good.
I need to get the bound all the way to the high.
Bounces go further, and then I'm going to turn the curvature down.
Not as far because we're going to have an Masche.
We're going to have we're going to have to have some random rotation so we don't have to worry about
that now.
So I'm just going to scale the top in here.
So it kind of feels like a grass blade.
Maybe expand this one out and take off the.
The soft selection there, so I can have a little more control and I'm just going to scale this whole
thing down, just a touch to be more grass, like a little thinner.
OK, so now we have our piece of grass.
Let's delete the history on it so we can just have it by itself.
And then let's go to the MASH at Under Animation.
It's going to MASH, Create MASH network.
And I want to make sure these are instances.
I don't want a ton of geometry here.
Someone hit applying clothes.
Now it disappears because, you know, hides it by default and you created a massive network.
You can see these blades of grass there.
All right.
So I want to go to the MASH Network and Ashbery, Ed, so I can actually see what's in it and under
distribute.
I want to add this ground as a form of distribution.
So right now it's Liniers in a line.
So want to change this to mesh.
So then it says, give me a message down here, please connect the mesh.
So I need to get to the ground and this middle mouse drag that into input mesh.
So now what we have to do is increase the number of points by quite a bit.
I a couple of zeros here and we can see that the grass is way too small as it is.
So I'm going to grab that original one.
Even though it's hidden, I can still affect it and I'm just going to scale it up so you can see the
grass is starting to get bigger.
So something like that.
Feels kind of right and kind of play with that.
All right, so then now what I want to do is before we get too far, I want to take that visibility
thing and use it to our advantage out of visibility and then grab the render cam as a first drum filtering,
which we've already talked about before.
When I enable that, you'll see the grass get deleted.
Now, we come out of this triangle based on the camera view so that when we increase the number of grass
blades here, it's not going to totally explode.
It is going to get quite a bit slower.
So I'm gonna add another zero there, add another zero and cross my fingers.
It's going to slow down, give me the spinning wheel.
And now you can really see the camera view here and how important that front drum filtering thing is.
So that's looking pretty good.
Now, we just need to kind of vary this up a little bit.
So let's go back to MASH.
Let's go to random at a random node.
It's going to slow down and I'm actually going to go back to distribute and take off a couple of zeros
while we're randomising this so that it's not so slow while we're getting the randomisation stuff going.
So I don't really care about, I mean, I guess position why we can mess with a little bit.
Mainly I want to I want rotation, why I want to spin around.
So now you can see they're all facing different directions and then just give it a little bit and these
other rotation axes.
And then I want to scale in y to be a little bit random, not a ton, just want some different heights
there.
And then I think that's it for that.
So when we bring back up the distribution, add a couple of zeros here, it should look a lot more random
and natural grass there.
So another thing I want to do is let's add a follow up object.
So let's go to the visibility tab here and we'll go to the following object and we'll say create and
take a second and let's jump into the fall off object and nanospheres, OK, let's invert the fall off
so it goes everywhere but the fall of Sfeir and let's create a cube.
And what I'm looking at is to try to keep the grass off of this dirt section of the grave site here.
Some just scale this up.
And again, I think I want to go back to distribute because this is, this is going so slow right now
it's hard to work.
So I'm going to go back here and take a couple of zeros back off so now we can work a little faster
and scale this up and just basically try to cover this grave area so that there's no grass kind of in
this region.
So it makes sense when the
so that it makes sense when the grave busts open, that there's not like fresh grass under all this
dirt.
So I'm just going to increase that interior section so that it's for sure not going to have any grass
in there.
And then when I turn up distribute amount again, and then we should be able to see that this area is
lacking grass here.
So now we can see that is working pretty well.
Might just increase the size of this a little bit again so that it is.
Actually.
Falling off the way I want it to have it.
You know, I just always regret when I turned back up distribute because it's so slow with this many
pieces, even as an instance, or it just gets really bogged down.
So I'm liking where that set.
So I'm going to turn this off for now.
So I'm going to go to a mash mash Ed, and I'm just going to turn this off so that we can do other stuff.
So now we have the grass and I want to create the ground.
So it's texture that I've given you texture to use.
So just click on the ground here and.
Right.
Click and go to assign new material.
Let's use an Arnold standard surface shader.
We'll use the color here.
I'm going to file and then locate the the grass ground here.
We're going to use the diffuse, which just means kind of color.
So now it's six.
It should pop up.
You can see the grass and the scale of this is kind of wrong, right.
Like it's way too big.
So an easy way to deal with that is to go into the go into the file here.
And then you can find a place to de texture node here.
So we can actually just repeat this 10 times in the U and the V to make that a lot smaller.
Now, when we go back into this shader, let's get back to it over here.
The standard, we'll call this grass or we'll call it ground grass.
Now, this also has a normal map.
So let's go to geometry about mapping and hit the little texture thing here.
Add a texture.
And I need to go to file and pull up the normal map, and because we did the 10 by ten thing here,
we need to do that here as well.
So we need to repeat this ten by ten.
So that matches how we did it before.
So that's working.
And then let's go back.
So now we have the ground kind of done and we can look at that through the viewport.
So let's go to Arnold Arnold Reinterview.
And we have one directional light so far.
It's just going to let us kind of see what we've made so far.
We're not really worrying about lighting at this point.
So it's pretty dark.
One thing we could do is crank up the weight a little bit and we can also going to file.
And I just wanted to kind of like a random texture here so that when we have the grass on top of it,
the grass just kind of breaks up this all these little spotty things.
So I'm just going to keep increasing the exposure on this image file until it's something that I like.
I think that's a little too far.
So I think something like that is working, so now we can turn back on the grass from the massive network.
I'm just going to turn this off and then I'm going to I'm just going to save this as a whip just in
case.
And whip means work in progress.
Just so you know, when I started working, there are all these acronyms I didn't understand.
So we have Masche.
Let's turn that on.
This is our grass.
If you remember, it's going to slow down and we need to apply Shater to that as well.
It's going to turn off the wireframe.
So because it's kind of obnoxious there and let's grab this grass, which we probably need to name that
just so you remember it.
And that might break the mesh network because depending on that name, it looks like it worked.
OK, it's still there.
So with that selected, we can add Shater to that.
Someone say a the material, we're going to assign a standard surface and then make this some some kind
of a green something and then let's render that under Arnold or interview.
Let's turn it on.
Let's go to the actual renter cam view.
Make sure that's.
Still looks like it's pulling the perspective's, let me get Narinder Cam and make sure no, no, it's
pretty similar.
All right.
So I'm not really seeing the grass that well.
What we can do is.
Crank this up.
There we go.
There's our grass, so it's a little bright, but, you know, want to shade it in a way that you can
actually see the stuff and.
Ideally, I think I'd have a lot more grass in here, but it's just kind of pretty render intensive,
to be honest, I'm trying to avoid adding a ton of grass.
But yeah, General, all you have to do is go back to Masche and increase this number under distribute
if you wanted more right here.
But in this lesson, we've learned how to create grass.
We've shaded the ground.
And in the next lesson, we're going to continue to shade the banners, the mud of the ground tombstone
here.
We're going to do the tree.
We're going to give it a background.
Yeah.
So I'll see you in the next lesson.
Thanks for watching.