Our particles are using
the same texture that we have for the ground floor.
That means it's going to be using
the dirt texture and
that's not going to look good at all.
It's going to look like dead grass.
So let's create a new material
so the grass actually is green.
We're gonna do this by coming over to the top
right and splitting this view and
switching it over to the shader editor
over in the material tab,
we're going to hit that plus
sign to create a new material.
Then click on New.
And remember, we're going to need to name our materials.
So we're going to call this one grass.
I'm going to press N to close up
that panel because we don't really need it.
So the first node that I'm going to add is a hair info.
Note, if we press Shift a,
we can go underneath input and then add in the hair info.
Node B is intercept option is the one that we want.
This, this allows us to set where
the color is on the bottom and the top.
We can do this with a color ramp.
So press Shift a and add in
a converter colorRamp and place it here.
We'll take the intercept and plug it into the factor
than the color into
the base color of the principled shader.
To see what we're doing, we can open up the preview.
And instead of using the circle,
we're going to use the strands right here.
As you can see, this is actually working.
It starts out dark on
the bottom and then it becomes white.
So now what we're gonna do is hit that
plus sign to add in a new handle.
And this handle is going to be a nicer green color.
So bring it over to a green and drag it down.
Then we're going to hit that plus sign one more time.
And this time we're going to bring it over here.
And I'm going to switch this one over to a lighter green.
And I think I might drag this one actually to
a darker green, something like that.
And drag it this way.
I'm also leaving a little bit of white at
the very top because that is
what actual grass looks like.
There's a little bit of white at
the very top of the grass.
The next thing that we're going to add is
a little bit of translucency.
This will allow light to pass through the grass.
Because if you take a look at grants one more time,
you can see there is a little bit
of light that can go through it.
To add this in, we're going to press Shift a and add an,
a shader and then a mix shader and place it here.
We're then going to press Shift a and add
in a translucent shader.
We're gonna take the BSD f and plug it into the shader.
And then you can see here in the preview
that light is actually passing through it.
Now, you can control
how much light is by setting the factor value.
We're going to set this a little bit lower, 2.25 n Enter.
And then for the color,
we're going to drag it down just slightly.
And there we go.
That is our result.
To actually see this in action,
we're going to drag this window out a little
bit and then press Z and go into rendered view.
At the moment you won't see anything.
And that's because we need to actually assign
those particles do have that material.
And to do that, we can go over
to the particle system tab,
scroll down until we see the render panel.
You can see them.
It's current material is set to dirt and
we need to set it over two graphs.
So switch it over to grass.
And then there is the effect that we have.
I'm going to press Control B and box selected
just a small portion of the grass and then
zoom in on it to see what it looks like.
We also have a problem over
here about some of the particles
are actually going through the ground right here.
And the reason that's happened is because
we extended the walkway.
So let's go ahead and fix that by going into
edit mode and just selecting that part.
So I'll just click on those vertices.
I'll press C for circle select and draw a box around.
All of those will go along the back here,
then press X and just delete them.
Now if we go out of edit mode,
that should fix the issue.
There we go.
So now if we go back into camera view Z
and go into rendered view,
there are no particles peeking
through and that looks pretty good.
Let's take a look at the entire thing
by closing this window,
by clicking in the top right, closing that.
And then press Control B and draw
box outside the camera view.
And there we go, Look at that.
We now have grass in our scene
in and is looking pretty good.
The reason you can't really see a lot of
the strands is because of the de-noising.
Once we do a final render is
going to look a lot better because we're going
to add more samples and
the shadows and everything and
some other render settings.
We will cover all that in a later video.
For now though, we've completed this section.
The next section after this is the final section
where we're actually going to be jumping
into the Render Settings,
learning how to render in
cycles and making it look really good.