I found this efficient grass generator a year or so ago when I was working on another animation. Since the A Day with George animation has a yard, I wanted to use this grass generator. You can find the download for 3dsMax here.
I tested the grass generator to get a better grasp on the script. You can customize the size of the grass blades, patches, etc. It also provides a(n) (optional) Multi/Sub-Object material to be made, which would help later once I dive into texturing. The only problem I ran into while doing this was how much longer my computer and 3dsMax took to read all of the polys on the 3D plane. I was slowly going crazy to be honest. (Time to get a new computer!)
Anyways, I took the ground planes I had in the asset file into a new one (I didn’t want to smash the grass polys with the polys I already had). I then applied the grass generator on the ground planes and deleted the mesh that was obviously under objects such as the house and the walkway. Edges of planes could be seen, but I plan to work out the kinks soon. As for rendering, I am more than likely going to composite the rendered grass because if I have everything in one file, I’m 100% sure I will break my computer.
After toggling with some grass, I jumped back to my house file to get an idea how high the water will rise. I raised the elevation enough to where I would like the water to be. Because I didn’t mention it before, the darker area is the sidewalk/road area. It is next on my building list!
I did play with water particles in 3dsMax 2012 and in Houdini this past semester. Therefore, I’m probably find a script for water in 3dsMax or import the ground elevation in Houdini to try which set of water works well in the animation.
But I can say the house is complete! I just need to build the last set of items and texturing will begin! So until next time!