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Creating Grass using Blender and Cycles Engine
First, we will create a plane to use it as our floor for our grass. To create a plane, use the shortcut Shift + A. We will then
Scale it to our liking.

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Shift + A to Pull Out Menu With our plane selected, enter edit mode with
Shift + A to Pull Out Menu
With our plane selected, enter edit mode with Tab and subdivide the plane with Ctrl + B, pressing F6 to bring out the subdivision menu.
In Edit Mode with Ctrl + B and F6 Subdivide Menu
We will make the “Number of Cuts” a maximum of 10 cuts. We will also set a random number for the “Fractal” option, like for example .290.
Setting “Number of Cuts” to 10 and “Fractal” to .290
To add more detail to our floor, we will use the Subdivision Surface Modifier. For the moment, we will go with its default settings.
Adding a Subdivision Surface Modifier to the Plane
Then, we will change the Shading of the Plane from Flat to Smooth.

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Changing Shading from Flat to Smooth After finishing with the floor, we will start making
Changing Shading from Flat to Smooth
After finishing with the floor, we will start making the grass. We will use Blender’s Particles System to create Grass. In the Particles System
Tab, on the right side, select new to create a new system of particles.
Adding a new Particles System
We will then select Hair as our type of setting. Set your own personalized Hair Length to the grass, the value 0.250 is optional.
Setting Particles System to Hair Type and Giving Hair
Length a Value of 0.250
We will then go to the Children Tab to further configure the particles.
Moving Towards the Children Tab
Then, under the Children Tab, select Interpolated.

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Selecting the Interpolated Option We will then edit the particles to appear more grass-like in
Selecting the Interpolated Option
We will then edit the particles to appear more grass-like in behavior. Set Endpoint: 0.028 Shape: 2.300 Random: 0.025. These values are
optional, set them to your own personalized value.
Setting Values to Endpoint: 0.028 Shape: 2.300 and Random: 0.025
To give the grass a more natural aspect we will give variations to the grass’s Length and Threshold. Length will obtain a variation between
1.000 to 0.320 and the Threshold will obtain values between 0.000 and 0.023. These values are also personalized, so give it any value that
fits.
Giving Variation Value of Length: 1.000 to 0.320 and Threshold: 0.000 to 0.023
Then, in Blender Cycles, we will go under “Cycles Hair Rendering” and give the hair a thickness.

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Entering Blender Cycles, with Cycles Hair Rendering Opened and Giving Hair Thickness Give the following
Entering Blender Cycles, with Cycles Hair Rendering Opened and Giving Hair Thickness
Give the following options the following personalized values, Root: 1.00 to 0.15 Tip: 0.00 to 0.08. These values will give the hair particles a
smaller thickness to our grass.
Giving Values Root: 1.00 to 0.15 and Tip: 0.00 to 0.08
After setting the values, we will add materials using the Blender Render Cycles Engine. Enter Cycles on the top, if not done so.
Changing to Cycles
Render
Under the Materials Tab, on the right, we will add a New Material to the Plane. Click “New” to add a Material. Then enter Nodes to edit the
new Material.
Creating a “New” Material
To add color to the floor and grass, we will use the same object to assign two materials. One renamed “Grass” and the other renamed

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“Ground.” Adding Two Materials with Names, “Grass” and “Ground” The floor will have the following
“Ground.”
Adding Two Materials with Names, “Grass” and “Ground”
The floor will have the following RGB values, R: 0.227 G: 0.087 B: 0.000
Applying RGB Values, R: 0.227 G: 0.087 B: 0.000
To apply the Material to the plane, enter edit mode and select all the vertices in the plane and hit Assign with the Ground Material still
selected.
Assigning Ground Material to Plane
Then, we will apply the Grass Material to the Particle System. In the Particle System Tab, extend the Render menu and select the Material to
be our Grass Material.

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Applying Grass Material to Particle System Now, we will create the necessary nodes to apply
Applying Grass Material to Particle System
Now, we will create the necessary nodes to apply to our Grass. Select the Work space type menu and enter the Node Editor.
Adding Work Space “Node Editor”
To be able to visualize our configurations with our materials, we will activate an add-on called “Node Wrangler.” This can be found in the
Users Preferences under Files. In the Users Preferences, select the Add-Ons Tab and search for “Node Wrangler.”
Turning on the “Node Wrangler” Add-On
Add the following Nodes in the Work Area: “Hair Info” and “ColorRamp.” Connect Each Node as follows.

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Adding “Hair Info” Node Adding “ColorRamp” Node
Adding “Hair Info” Node
Adding “ColorRamp” Node

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Connecting Nodes Together To activate the Add-On, select the ColorRamp Node and press the Ctrl
Connecting Nodes Together
To activate the Add-On, select the ColorRamp Node and press the Ctrl + Shift + Click keys. We will then create four Color Stops in the
ColorRamp and configure it as shown in the image below.
Creating Color Stops for the ColorRamp.
We will create four additional Nodes: Translucent, two Mix Shaders, and a Glossy. Connect them as the following image demonstrates.
Connecting Nodes: Translucent, two Mix Shaders, and a Glossy

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To give the Grass more density in the Viewport, in the Children Tab, we will
To give the Grass more density in the Viewport, in the Children Tab, we will give the Display a value of 50.
Giving Display a value of 50
We will also add a Sun to our Sky Texture in our scene. We will change the values of Ground/Albedo to 0.200 and give it a Strength of 4.000.
Adding a Sky Texture with the Ground/Albedo set to 0.200 and a Strength of 4.000
Let’s also add a small hill to our floor by going into edit mode and selecting a vertex, with Proportional Editing on, move it up the Z-axis, this
is optional.
Editing the floor with Proportional Editing on.
Give the Sun a strength of 2.000 and rotate its ray to the floor as demonstrated in the image below.
Rotating and giving the Sun a Strength of 2.000
To add some effects to our render, go under the Scene Tab. Select the Color Management section and, in View, select the Filter Film.

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Applying the Film Filter to the Scene Adjust the value of the Exposure to 0.543,
Applying the Film Filter to the Scene
Adjust the value of the Exposure to 0.543, which is optional.
Setting Exposure to 0.543
For an additional filter, change the Camera Mode, this is optional.
Changing the Camera Mode, Optional
For additional details to our grass, we can copy the configuration from the first Particle System, then select it. Adjust the variation of the
second layer of grass that was created.

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Copying the original Particle System to Create a Second System
Copying the original Particle System to Create a Second
System

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Selecting and editing the Variations and Sizes of the New Grass Particle System We can
Selecting and editing the Variations and Sizes of the New Grass Particle
System
We can then adjust the level of samples and resolution to our final render and finally finish our grass. Adjust any other setting to get a
varied result if wanted.
Thank you for following along in this segment
and learning how to use Blender’s Particle
System.
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By Saul Cruz | May 10, 2016 | Tutorials | 2 Comments  Search Blender
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