1. First of all lets start with creating a cone of sides: 6 radius1: .6 radius2: 0 and height: 40. A bend modifier should be applied to the cones. You can even go lesser on the sides if it gives u the result u want. U can also create another cone bend in a different angle. Now we have a Cone01,Cone02 and a Plane01 U may name these to Grass1,Grass2,Terrain respectively since i strongly would advice u all to use naming conventions whenever possible, which can save u a lot of time. Using a cone gives u a 3dimension to the grass. rather than using a plane. Also create a plane with length: 200 Width: 300, Segments 12*12 and apply a noise modifier with the settings as shown below. Also apply a turbosmooth modifier to it.
1) Create a plane, or a surface that will lately become the grass. 2) Apply whatever tilebale texture on the diffuse chanel. 3) Apply a planar UVW modifier to the plane or surface you have just created. 4) Apply a vray displacement modifier above the uvw in the modifier stack. -under “paramenters” check “2d mapping” -under “common params” select a displacement map for your grass. This is actually the most important factor; if your displacement map is not good, you will never get the grass to look right, regardless of the texture that you have used for the diffuse slot. I have actually obtain good results only by using a procedural “smoke” map with various shades of green, without actually using a texture. If you don't have a good displacement map, you can use mine.
This tutorial will teach you how to create a grass field in 3D Studio Max using the 'Scatter' Compound Modifier. This modifier could be used to scatter copies of any object on a surface of another object. The technique learnt in this tutorial could be used to generate similar scenes of any scattered content that needs to be spread over a certain area. Below is an example image of what we will be creating by the end of this tutorial.
Now when you are done, and hopefully got a good result, you can modify the settings yourself, soo it will meet your specific demands, this tutorial is made on a single box, but if you want to have more details in your scene, it might be necessary to add more objects to duplicate the straws on. In my Football scene as you can see in my gallery, their is 3 duplication objects, one box for the front, a box for chalk line, and a box for the background, for the scene you can see below, it could be a good idea to divide the box in two, because you don't need that many straws in the background, and because of this you wouldn't get soo many faces.
Furrify works by drawing a 3D line starting at every pixel with a value in the Special Buffer. The color of the line is just the color of the start pixel, so it's like it smudges it out in a line. Oh, and the direction of the line is based on the normal of the surface at that pixel, with a little randomness added.
Before even starting step 1, you should have preferably a high resolution photograph with grass. Anything more that 500 pixels should work. Depending on your own 3d scene, the photograph's terrain level should somewhat match your scene's level. Again, it does not have to be a perfect match. Here is the image I will be using for my scene:
We now will examine step-by-step how to create low-poly grass as seen in figure 1. The same technique has been used to create the hair in figure 2 and 3.