Grass - Photogrammetry based Environment Texture

This is the surface which melted my previous computer during it's reconstruction. After 2 weeks got a new one and can spam artstation again ;).
I am back with grass scanning, as it is the most difficult surface type I was trying to capture and still didnt manage to deliver scan I am really happy with. Also because autumn is coming and grass is even more interesting than before.
Still same rules apply. Dense capture with a lot of overlapping. 35mm focal length + IS. 212 images. Used tripod to get them as perpendicular to the ground and sharp as possible. Shot was taken during low wind weather as it influences leafs even more than grass blades. Of course I picked also low grass.
Recently I started paying more attention to White Balance and color calibration than before. Still experimenting as I am going to cover it also in my tutorial. Just can tell that it is definitely worth to set it as custom always, if possible.
. as it is also important part of my research.. last word from my pc

My current workflow

My current workflow

As lighting wasn't consistent it influenced color saturation and in result I received noticeable color grading across the surface - was eliminated at Substance Designer stage by using equaliser node.

As lighting wasn't consistent it influenced color saturation and in result I received noticeable color grading across the surface - was eliminated at Substance Designer stage by using equaliser node.

Grass height: to avoid wind influence I picked low grass. The problem was with leafs as they are also wind-vulnerable. Even more as grass as it has much more impact to the surface if moves.

Grass height: to avoid wind influence I picked low grass. The problem was with leafs as they are also wind-vulnerable. Even more as grass as it has much more impact to the surface if moves.

Photoscan high poly preview - to capture this surface I took 212 photos and used them to reconstruct 26.5mln highpoly model

Photoscan high poly preview - to capture this surface I took 212 photos and used them to reconstruct 26.5mln highpoly model

Zbrush - building lowpoly to bake PBR maps from highpoly

Zbrush - building lowpoly to bake PBR maps from highpoly

Removing seams - didnt bother about difference in saturation as it was tweaked in Substance Designer by Equalizer node.

Removing seams - didnt bother about difference in saturation as it was tweaked in Substance Designer by Equalizer node.

Substance Designer tweaks. Equaliser node was pushed really into it's boundaries to eliminate difference in saturation I mentioned before. Was on the edge behind which it would just flatten and destroy albedo.

Substance Designer tweaks. Equaliser node was pushed really into it's boundaries to eliminate difference in saturation I mentioned before. Was on the edge behind which it would just flatten and destroy albedo.

PBR preview

PBR preview

1k tex live preview

And finally ... as it is also important part of my research.. this is last and the only one message from my dead pc :)

And finally ... as it is also important part of my research.. this is last and the only one message from my dead pc :)