Sun Dried Grass - Photogrammetry based Environment Texture

Since there was a summer in UK last week and sun dried the grass I used an opportunity and captured it.
As new release of substance brings new nodes I used one: to get more control over the baked and tiled normal map I introduced new 'Normal Intensity' node into substance graph I usually use to generate final results. I set it to +20% but since it needs a bit more testing I didn't replace the file in my tutorial yet.
To capture this one I used tripod with the Camera's focal length set to 35mm and I took 179 images.
Next I used Photoscan to processed them into 135mln dense highpoly model but since FBX struggles with anything above 67mln I trimmed useless edges and decimated whats left to 67mln.
Still not happy with this one but it is also not as bad. So another approach and still didn't manage to capture a grass texture I am super happy with :) .. maybe next time.

1k resolution PBR channels preview

1k resolution PBR channels preview

This is my photogrammetry workflow I follow. (More details: https://www.artstation.com/artwork/K0PYG)

This is my photogrammetry workflow I follow. (More details: https://www.artstation.com/artwork/K0PYG)

Source - captured area

Source - captured area

Source - captured surface details - as grass is the most complex surface from those I was trying to capture I used tripod to stabilise the camera, and captured 179 images with focal length set to 35mm

Source - captured surface details - as grass is the most complex surface from those I was trying to capture I used tripod to stabilise the camera, and captured 179 images with focal length set to 35mm

For those who might need it, color reference image I used to tweak White Balance

For those who might need it, color reference image I used to tweak White Balance

Reconstruction in Photoscan - based on 179 images I built 135mln poly model which I trimmed to 67mln as FBX struggle to handle color value properly over it.

Reconstruction in Photoscan - based on 179 images I built 135mln poly model which I trimmed to 67mln as FBX struggle to handle color value properly over it.

Zbrush - building lowpoly model for baking

Zbrush - building lowpoly model for baking

Substance graph I used for final tweaking. For the first time I introduced 'Normal Intensity' node  to get normal map intensity under control :)

Substance graph I used for final tweaking. For the first time I introduced 'Normal Intensity' node to get normal map intensity under control :)

1k material preview