This is an experiment I made recently based on grass I scanned a few years ago. I did my best at this time to capture it and turn into super cool grass material. In result I took 310 images but totally failed on reconstruction stage. THe result was so bad that I never published that.
At this time I learnt that its a bad idea to scan tall grass and expect a great 2D result from it. Especially that even small wind blow, moves the grass blades easily which results in blurry misinterpretation during the reconstruction.
Anyway, years later, with better tools and worflow improved I gave it another try. With a depth map based reconstruction Metashape offers I was able to turn all these 310 images into full 3D, 350mln poly heavy model and 16k TIFF texture used carry albedo.
Unfortunately because Substance Designer doesnt support PLY format yet, I decided to decimate it to just 150mln polys and export as FBX file. Anyway, here is the result. Not as good I was hoping for.. actually I am not very proud of that.. but definitely worth to show and I believe that it might work as a grass texture when applied to the terrain.
Conslusion? Never scan tall grass unless I dont fully control environment in 100%
Anyway, to create this material I followed my standard workflow, which can be found on my youtube channel:
https://www.youtube.com/c/GrzegorzBaranArt
Even if I still consider this material as a kind of failure, since its not totally broken as promised I have added it to my Material Library as 'gb_grass270'
https://gum.co/WJAQy
Cheers!
G.
Marmoset Toolbag 4 - tiling preview video

The material and texture set has been added to my material's library:
https://gum.co/WJAQy
as 'gb_grass270'