GRASS CREATION IN SPEEDTREE PART 03
In this video I load the color, opacity, and normal maps we generated onto a new material and apply it to the Front node, enabling Two-Sided so the shader shows on both faces of the blade. I use the Cutout editor to trace the actual silhouette of a blade from the color map, placing the base point and top line correctly, adjusting the Tessellation Amount to balance shape definition against polygon density since this is a small, heavily repeated asset. I add a second cutout variation from a different blade in the reference image and set the mesh type to Any so Speed Tree randomly mixes between them for extra natural variety. I finish by exporting the finished grass as an FBX using the Blender preset, and troubleshoot a common opacity map issue: switching the map’s background from black to a color sampled from the image itself makes any leftover edge outline far less noticeable, then refining the opacity map’s contraction in Photoshop to get a clean result. Next up: setting up the shader in Blender for more control and variation.