Grass - Photogrammetry based Environment Texture

I wasnt very happy after my last grass capture so I decided to try a bit different approach:
- I set focal length to 35mm instead of previous 24mm
- set camera facing perpendicular to the ground
- increased image overlapping during shooting to about 80% per image
Because lens I used was pretty heavy I had to use tape to stop it untwisting from 35mm.
In result I took 81 images and build 23 mln poly model. Built lowpoly in ZB, baked it in SD and manually tiled in SP.
Also I tried something completely different approach for normal map, but I need to verify it for different surfaces - I baked BENT normal map and used it as normal and also to build height map. Seems to be much less noisy compared to original normalmap and makes more sense as source for height. I am still not sure is it a good idea but bent map looks definitely better in that case.
Next time I need to improve navigation during shooting cause I was lost and left too many gaps. In result I am still not happy from final texture

My current workflow

My current workflow

Real height of captured grass

Real height of captured grass

Taped lens :) to defend gravity

Taped lens :) to defend gravity

Shooting path - used those two trees for initial navigation :)

Shooting path - used those two trees for initial navigation :)

Photoscan - navigation issues ;) on
pointcloud preview - (81 images)

Photoscan - navigation issues ;) on
pointcloud preview - (81 images)

Zbrush - lowpoly model over highpoly (23 mln poly)

Zbrush - lowpoly model over highpoly (23 mln poly)

Surface fixes and tiling in Substance Painter

Surface fixes and tiling in Substance Painter

Substance Designer - graph to process final textures (version with bent normal map used to generate height map)

Substance Designer - graph to process final textures (version with bent normal map used to generate height map)

Experiment - normalmap vs bent map

Experiment - normalmap vs bent map