Procedural Grass Generator for tracks in Blender.
1. Download the attached file, rename to .blend
2. Import your terrain hide everything else, and join your terrain (ctrl-j)
3. EDITMODE>>A>>MESH>>MESH CLEANUP>>MERGE BY DISTANCE
4. Delete any existing UV groups, set view to top, create new UV MAP from VIEW
5. In Shader view port highlight track, select material "Procedural Grass"
6. Poke a stick at the values for "scale" you can find, and drag the yellow green values.
7. Results are procedural and will vary as you slide,
Less voronoi scale
View attachment 1003161
More voronoi scale
View attachment 1003162
8. mix result with the final MIX to vary from lush to deader grass.
Less MIX == More Brown is mixed in
View attachment 1003165
9. Set view to top if you have changed it, in output properties set output to 2K, 4K, 8K, whatever blows your hair back.
View attachment 1003166
10. SPACEBAR and search for align camera to view.
View attachment 1003167
11. Lock camera to view and zoom till texture is touching or slightly overlapping camera FOV,
in ycles, find FILM and set the transparency flag to true.
View attachment 1003172
12. Hit render (F12), and save as PNG. Convert the PNG to DDS
13. Remove the procedural material from your track object.
14 Create a new material from image file, navigate to your dds, and UV map.
If all went well you should get this
View attachment 1003173
and finally setup some grassfx, and tone the colours to your choice, no more repeating grass pattern tiles, no matter har far you can see it in the distance! I went with more subtle variation for these shots. (more scale in noise and voronoi)
View attachment 1003174
View attachment 1003175