Procedural Grass
I have created this setup for our Tv cartoon series Saham. We were dealing with grass setup using Softimage but decided to change it littlie bit different and wanted to use Houdini Engine for Maya. I have created this setup using Houdini and its ready for Maya and Rendering because of our Render pipeline is in Maya.
Chech my blog about this work: https://www.artstation.com/sercan/blog/MpXz/procedural-grass-generator-with-houdini
The setup works with more than one ground. I have created in a loop and this way we can feed in many grounds and loop.
-Calculating the distance of the ground by camera/playground and creates three type scatter system by distance. Playground area has the maximum amount of grass and as long as gets far from the camera, grass scatters getting low.
-Giving rotate to points before copy/instance. This method is much more faster/cheaper than giving rotate after instance or copy. The point has the random rotate data already.