Grass - Photogrammetry based Environment Texture

A grass material - this one was captured a few years ago. I did everything I could at this time, I used tripod to stabilise the camera, I covered this area with 336 images.. but I still failed. Now after many updates photogrammetry software received I decided to give it another chance and I have to say that I am really happy with this one. This one is a good example how important it is to keep all source files, even if failed with result, especially if we did our best to do correct capture.
I am super happy that at this time I captured color checker too so now I was able to re-calibrate the color correctly. Unfortunatelly I didnt used rulers as a scale reference at this point so now I had to eyball the 'low poly' coverage from the documentary images :)

To create this material I followed my standard workflow which can be found on my youtube channel:
https://www.youtube.com/c/GrzegorzBaranArt
The material has been added to my Material Library as 'gb_grass276'
https://gum.co/WJAQy
Cheers!
G.

PBR preview: Albedo / Normal / Metalness/ Roughness / AmbientOcclusion

PBR preview: Albedo / Normal / Metalness/ Roughness / AmbientOcclusion

TIling preview in Marmoset Toolbag 4 - the color mismatch is caused by different light used to the one used for still render

Source location - I captured this grass a few years ago but since the result was crap i never set it for sale anywhere. At this time I used to use tin foil balls to mark the distance and I didnt use rulers as scale reference yet which was a big mistake

Source location - I captured this grass a few years ago but since the result was crap i never set it for sale anywhere. At this time I used to use tin foil balls to mark the distance and I didnt use rulers as scale reference yet which was a big mistake

Source - shot from colse distance with my shoe as a scale reference to show actual surface details

Source - shot from colse distance with my shoe as a scale reference to show actual surface details

Metashape - photogrammetry reconstruction - 150mln heavy high poly model based on 336 images.

Metashape - photogrammetry reconstruction - 150mln heavy high poly model based on 336 images.

Metashape - confidence model preview - this model iforms us where we lack data for reconstruction (red and yellow), where we are fine (green) and where we are really good (blue). As you can see 336 images taken to cover this surface was just ok-ish :)

Metashape - confidence model preview - this model iforms us where we lack data for reconstruction (red and yellow), where we are fine (green) and where we are really good (blue). As you can see 336 images taken to cover this surface was just ok-ish :)

ZBrush - lowpoly model build over the high poly for pbr baking

ZBrush - lowpoly model build over the high poly for pbr baking

Substance Designer - PBR baking with baker setings

Substance Designer - PBR baking with baker setings

Metashape - zrop into 150mln highpoly model to show reconstruction details. This is a confidence model showing data coverage for recinstruction. Areas marked as red lacks of data while blue hasenough. Green is average.

Metashape - zrop into 150mln highpoly model to show reconstruction details. This is a confidence model showing data coverage for recinstruction. Areas marked as red lacks of data while blue hasenough. Green is average.

Metashape - zrop into 150mln highpoly model to show reconstruction details. This shot presents mesh with 16k texture used to cary albedo for baking applied

Metashape - zrop into 150mln highpoly model to show reconstruction details. This shot presents mesh with 16k texture used to cary albedo for baking applied

Metashape - zrop into 150mln highpoly model to show reconstruction details. These are pure geometry details, which were used as a source of data for normal, ao and height map during baking.

Metashape - zrop into 150mln highpoly model to show reconstruction details. These are pure geometry details, which were used as a source of data for normal, ao and height map during baking.

Unity ArtEngine - setup used to tile the material. Since the source albedo had cross surface color gradient which resulted in color patches on the material (left), to bring color consistency I had to use the 'Gradient Removal' node (right).

Unity ArtEngine - setup used to tile the material. Since the source albedo had cross surface color gradient which resulted in color patches on the material (left), to bring color consistency I had to use the 'Gradient Removal' node (right).

The material and texture set has been added to my material's library:
https://gum.co/WJAQy
as 'gb_grass276'

The material and texture set has been added to my material's library:
https://gum.co/WJAQy
as 'gb_grass276'