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Author Topic: Driveway Grass  (Read 524 times)

FC2603

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Driveway Grass
« on: August 14, 2020, 01:19:07 PM »
I've created a grasscrete driveway on a project, much like the one in the iToo tutorial (https://www.itoosoft.com/tutorials/combining-concrete-paving-and-grass)

I'd like to add some wear in wear in the foreground to show the effects of tyres on the grass. Initially I added a painted exclusion area as two thin stripes, then added some scale and density falloff but unfortunately this didn't work - I used values of 0.2m which, for some reason, excluded everything then tried tiny values which did next to nothing.

Next idea was a custom distribution map but I'm not sure how best to produce one to fit the driveway.

Any thoughts greatly appreciated.

VanWijnen

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Re: Driveway Grass
« Reply #1 on: August 16, 2020, 01:44:54 PM »
You could make two rectangles and use them as exclude areas. For within those rectangles you could choose to use lower grass or a grass mix with some dead / discoloured grass aside from the normal grass. Keep in mind that a car will never have the exact same path every single time, so I'd go for a mix and a wider rectangle. Like you said, you can control the behaviour with a falloff for more realism. 

FC2603

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Re: Driveway Grass
« Reply #2 on: August 19, 2020, 07:39:57 AM »
Thanks for the advice. Realised that falloff parameters apply globally so rather than working on the spline I had set up it was also working on the network of concrete which was set as an exclude.