Being a developer, and only having first heard of Houdini about 2 years ago, I've never actually made an asset before, though I've been meaning to. In prepping for a small demo on big data I'm putting together, I realized that I needed some grass. I checked on Orbolt, and it looks like there isn't anything there yet for grass, so I decided this would be the one. To go completely overboard, I wanted it to be able to vary from a single open polygon with widths and normals, to a ridiculously overmodelled, multi-leaf, tall grass that's a closed, manifold, 3D solid surface, based on real samples I collected last weekend of about 7 grass species (from 5cm to 300cm). It is a demo for big data after all. :wink:
The images below are of a few individual grass leaves made with the preliminary version of the asset. In case you were wondering, no, that's not a texture map or even a bump map; that's actually geometry for all of the veins up each leaf, 500,000 quads per leaf. There's a bit of point colour variation, but I haven't set up the controls I'd like for that yet; there are lots of dry spots and mould spots in real grass. I'd also like to set up some noise controls for more variability on the blade portion. (Also, there are a few bugs to work out, it looks like from the close-up!)
Of course, I still need to make the low-res versions, the combining of multiple leaves for tall grass, set up some nice presets for generating different species easily, and maybe even put together a grass clumping tool to aid with making big fields with billions of grass plants.
I've been bothering the rest of R&D with this recent grass modelling obsession of mine, so I figured I should ask some artists: what sorts of things would artists be looking for in a grass generator?