Doesn't they say the same thing about photography when it was emerging? ;)
Agreed. This is just depressing and is a detriment to society. If this keeps advancing at its current rate, good art will be so trivial to generate that it won't be special anymore. Art will slowly morph into a banal distraction, with creating an original piece being as easy as applying an Instagram filter. The role of the human artist will change from a craftsperson to someone who picks a bunch of parameters, gives it to the AI, and chooses the best output. This type of technology is a threat to the very existence of art as a craft, will completely devalue artwork, and will make the journey of training to become an artist obsolete. I hate these researchers for what they're doing to a field that I love.
I disagree. There will always be demand for real artists. Like any other digital software, this is just a tool with the possibility to help artists create compelling worlds faster and add realism that would otherwise have taken days to make using other methods. As a 3D character artist, I would love to use this to create quick backdrops to place my characters in to enhance final renders.
Greg Zdunek presented his set of 3D grass, titled “Wild Green“. The pack was designed for use in natural landscapes and grass fields untouched by man – perfect for forest floors, rolling hills and mountain ranges. What you get for $20 is a library of detailed 3D grass assets for use in Game Cinematics, Visual Effects, Advertising and ArchViz.
HyperGrass was created to simulate the way real grass species grow over time, from an early sprout to a fully grown plant. Unlike traditional clusters of separate grass blades that are commonly used in CG, HyperGrass assets are designed procedurally with a stalk and set of leaves to more accurately match real grass.
Each HyperGrass set is divided into a number of growth categories with gradually increasing amounts of stalk height and leaf growth to offer you multiple levels of variation and detailed layering with instancing plugins such as XGen, MASH, Forest Pack, SOuP, etc.
HyperGrass assets can be used with any 3D application or plugin that supports geometry instancing, including Maya, 3ds Max, Houdini, Cinema 4D, Blender and many others.
Each HyperGrass set includes:
- Grass Geometry (FBX & OBJ)
- High-res 4K Textures (Linear 16Bit TIFF)
- Compressed 2K Textures (sRGB 8Bit JPEG)
HyperGrass Volume 1 (Wild Green) is divided into 5 growth categories with a total of 68 unique model variations:
- Sprout (16 variations)
- Short (16 variations)
- Medium (16 variations)
- Tall (16 variations)
- Dead Grass Clusters (4 variations)
Three different textures sets are included, which offer a total of 24 texture variations. The following PBR texture maps are included: