Skip to main content Skip to course navigation

GRASS SHADER CREATION PART 01

In this video I import the FBX grass model exported from Speed Tree into Blender and start building a reusable node group shader. I add a Bump node driven by the color map for subtle surface detail, invert the color for a basic roughness input, then group everything into a clean node group with clearly labeled sockets, including exposed Roughness Map and Normal inputs for flexibility. To let light pass through the blades realistically, I mix a Translucent shader with the Principled BSDF, then layer in a Transparent BSDF driven by the alpha channel so the opacity map actually cuts out the blade shape correctly, since the Translucent node alone ignores alpha. I finish by adding a Mix Color node to control reflectivity versus roughness with an exposed color socket, giving full manual control over how shiny or matte the grass appears. This node group forms the base setup that will be reused for every other vegetation asset in the course.