![reverse normals maya 2017 reverse normals maya 2017](https://1.bp.blogspot.com/-WoSfq2Bty08/WLr8E7EKZxI/AAAAAAAALu0/uZpWmRFvEoAeLnzHRzz4vXZVMu8c_yJqQCLcB/s1600/MAYA%2B2017%2BUPDATE%2B3%2B-%2BUV%2BEditing%2BImprovements%2B03.png)
Plug two more Scalar Parameters (WindIntensity and WindWeight) into their respective inputs.
![reverse normals maya 2017 reverse normals maya 2017](https://i.ytimg.com/vi/gSUAEiQtP0Y/maxresdefault.jpg)
This Multiply node then plugs into the AdditionalWPO input on a SimpleGrassWind node. The Panner node then plugs into a Texture Sample (our wavy line texture).We take the output of the Texture Sample and Multiply it by another Vector Parameter (GrassOffset) which will allow us to control the displacement of the grass in the X, Y & Z axis. This allows us to control the direction and speed of the wind. We then take a Vector Parameter (GrassSpeed) mask that down to RG (again we only want UV values) and plug in into the Speed input of the Panner. We mask this value down to RG (essentially UV) and plug that into a Panner node. We start by taking the Absolute World Position and diving it by a Scalar Parameter (WindLineSize) which allows us to control how large the texture appears in world scale. The first part of the shader takes our wavy texture and pans it across the world. In the Details Panel, change the Blend Mode to Masked, the shading model to Two Sided Foliage and uncheck use Tangent Space Normal. There’s a couple of edits we need to make to the base Material settings. Create a new Material for the grass and open up the Material Editor. jpeg and open up the engine.Import in your grass mesh, and two textures. Once you’re happy with the result save as a. My preferred method is to drag the Spot Healing tool, following the contour of the lines, across the seam until it has been removed. You’ll clearly be able to see the seam which we need to fix. Go to Filter -> Other -> Offset and use these settings. We’ll have to do a little bit of clean-up on the result as the texture won’t tile on the Y-axis. Still on the same layer, go to Filter -> Distort -> Wave and use the below settings. I set the Variance to 16 and the Strength to 1.
![reverse normals maya 2017 reverse normals maya 2017](https://i.loli.net/2020/10/18/HAGZB3grQJTkUVo.jpg)
Going back to Photoshop we need to create the noise texture that will serve as the wind mask in our Material.Make sure your foreground and background colours are set to black and white, create a new layer and go to Filter -> Render -> Fibers. If you can’t see any normals go back to Display -> Polygons -> Normals Size and increase the slider until you can see the normals.Īnd voila they should be facing up! Duplicate the plane and offset to a X shape before selecting both objects and exporting them as an. To check to make sure this has worked, with the mesh still selected, go to Display -> Polygons -> Vertex Normals. Select your plane and go to Mesh Display -> Set Vertex Normal and click on the wee square next to it. We next need to set our vertex normals to face upwards. It’s worth noting, your texture may end up looking a little funky inside Maya, but things will look normal when we get inside the engine. Model your plane to tightly fit as tightly around your texture as possible so there is a minimal amount of transparent mesh (this helps with reducing overdrawn when we work inside the engine). Then head across to your 3D modelling package of choice (mine is Maya 2016). Start off by creating your grass texture (I’m using Photoshop CC) as solid black silhouette on a transparent background and save as a. Shoutouts to Arran Langmead who first taught me the basics of this technique! This tutorial does require you to have a base understanding of using 3D modeling packages and Unreal Engine. After showcasing my latest piece on Twitter, I’ve had many inquiries on how I created the grass in the scene so here’s a walkthrough.