@Tristan: I studied computergrafics for 5 years. I'm making 3D art now since about half a year fulltime, but I had some experience before that. Its hard to focus on one thing, it took me half a year to understand most of the vegetation creation pipelines. For speeding up your workflow maybe spend a bit time with the megascans library. Making 3D vegetation starts from going outside for photoscanns to profiling your assets. Start with one thing and master this. @Maxime: The difference between my technique and Z-passing on distant objects is quiet the same. (- the higher vertex count) I would start using this at about 10-15m+. In this inner radius you are using (mostly high) cascaded shadows, the less the shader complexety in this areas, the less the shader instructions. When I started this project, the polycount was a bit to high. Now I found the best balance between a "lowpoly" mesh and the less possible overdraw. The conclusion of this technique is easily using a slightly higher vertex count on the mesh for reducing the quad overdraw and shader complexity. In matters visual quality a "high poly" plant will allways look better than a blade of grass on a plane.
Is this not like gear VR or anything else
Autodesk has released a new tutorial by Zap Andersson introducing the Randomised Bitmaps map, a new OSL map for creating random textural effects. Watch it on YouTube.
“In this video, 3ds Max rendering expert Zap Andersson introduces Randomized Bitmaps, a powerful new OSL map for creating random textural effects,” states the description.
You should have an intermediate level to understand all the tricks explained in the video. The artist recorded the video in 3ds Max 2019.2 and the guide is intended for use with 3ds Max version 2019.2 or higher.
Make sure to share your thoughts on the guide in the comments below.