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