Next step - high dry grass - Grass_Dead_High. Placement - object Grass_Mask. Parameters
for this grass:
Apply to this grass the same material as for Grass_Dead.
Now let's create small round leaves that will look like the leaves of plantain. Placement - Grass_Mask. Set following parameters:
Diffuse texture for green grass material will be Grassc.jpg:
Let's look what we've recieved:
The last part as for the grass - creating the bunches of dry grass on the path. This time the placement object - Step_Mask. This grass will have a little different parameters, but the same material as Grass_Dead have:
Here's what we have:
Use the Scatter object to create small stones all over the area of the path. In the beginning create two kind of stones as it shown on the picture and name them StoneO_1 and StoneO_2:
Select object StoneO_1 and create the Scatter object. A distribution object - Step_Mask.
Next set parameters as following:
Repeat the same steps for StoneO_2. As for parameters change only the Seed parameter to 1996. Here's what we recieve:
It looks better. But the picture is a little sad. Let's try to remove this sadness.
We'll also use the Scatter object to create flowers on the glade.
The first find or create several types of flowers. And for each type - a couple of varieties.
This will hide a recur effect a little more:
The next - create a Scatter object for each variety of each type, but this time as a Distribution object will be the Step_Mask object. Set up following parameters (don't forget to change the Seed property):
Here we are:
Now we'll create big stones that you'll put on the path. Better to make them from geospheres, that you can easily cripple with FDD Box and Displace modifiers. Here's the veiw of stone creating process:
Texture makes stones quite nice:
That's all. Our glade is ready. Let's look what we've got:
Not bad as for me. Enjoy!
You can download Grass-O-Matic Plugin here:
Druid - 3ds max4 [84,6 KB] druid-R4.zip
Druid - 3ds max3.1 [84,6 KB] druid-R3.zip