Autumn Grass - Photogrammetry based Environment Texture

Another photogrammetry based grass material I am pretty happy with as it proves to myself that my workflow works.
To capture it I took 264 images (35mm focal length). The biggest issue I had was caused by average wind. To compensate it I picked low grass but still wasn't able to stop all leafs moving around as entire capture took me about 40 mins.
As it is part of my research I have also included slide showing difference in results between shooting with Auto White Balance and Custom White Balance setting. That difference also shows what we really see and what we think we see as our mind tricks us. As it is October in UK light is very weak, strongly influenced by clouds and surrounding environment. To capture data each shot had to be compensated by longer shutter speed. In these conditions shooting without tripod and getting sharp images wouldn't be even possible.
Custom WB should be set using 'Grey White Balance Card' to make sure result is close to real physical values.

My workflow

My workflow

Source location

Source location

Grass height

Grass height

White Balance - Auto vs. Custom as what we really see vs. what we think we do :). This is why I recommend capture with Custom White Balance set.  Result is always much closer to physical values. Auto setting can be close, but sometimes is far as hell..

White Balance - Auto vs. Custom as what we really see vs. what we think we do :). This is why I recommend capture with Custom White Balance set. Result is always much closer to physical values. Auto setting can be close, but sometimes is far as hell..

Photoscan - reconstructed from 264 images 55mln poly model with camera's position preview

Photoscan - reconstructed from 264 images 55mln poly model with camera's position preview

Zbrush - building lowpoly over highpoly - as it is quite hard to navigate even in zbrush with 55mln poly model, to build that one I used low, just 2.5mln poly temporary highpoly version.

Zbrush - building lowpoly over highpoly - as it is quite hard to navigate even in zbrush with 55mln poly model, to build that one I used low, just 2.5mln poly temporary highpoly version.

Substance Painter - manual seam removal and logic tweaks

Substance Painter - manual seam removal and logic tweaks

Substance Designer - final tweaks and height map generation

Substance Designer - final tweaks and height map generation

PBR preview

PBR preview

1k preview