Tight grass procedural bump texture? I'm trying and failing to get a procedural texture to emulate this real life grass. The &quot;grass&quot; purchasable packs are not much use, as they're not so very tight cut as this is. It will be too big an area for actual hair modelling of the blades.
Anyone here a nodes whizz that can get close with bump and colour?
Ok, here is my attempt at a &quot;tight grass green&quot; shader. However, I worked on this for a while, before realizing that I should have looked at the reference photo more, because mine doesn't look as similar as I thought it did. Mine looks more &quot;mossy&quot;. However, I'm not sure how much closer I could have gotten in the time I had even if I was trying to be more true-to-the-picture. The point of this is that I show how I would (start) going about making a shader of this sort.
Instead of uploading dozens of photos with lengthy descriptions, I will post my whole .blend file so you can see/play with it yourself. It is not perfect - obviously, it does not look exactly like the grass you showed in the picture - now that I think about it, no reputable golf course would allow their greens to fall into such a state of disrepair. The &quot;wear and tear&quot; can be fixed relatively easily I think by just adjusting the brightness of the colors.
Just a couple of things to note - There are 2 sets of musgrave textures in each group. The reason I do this is that musgrave is good at creating a fine grit, but it comes with the cost of large dark blobs among it. Fortunately, with a little tweaking, you can isolate those dark blotches and subtract them from the main image to leave just the grit. That's why I did that.
Secondly, the texture might not have as much relief (height) as you might want, however, the &quot;tightness&quot; of the height information is such that too strong a normal strength just makes things too noisy. I know this can be mitigated by isolating the texture that goes to the normal map and &quot;blurring&quot; it slightly, however I do not have unlimited time to play with it.
Lastly, because of this &quot;noisy normal&quot;, this shader can be a bit of a performance hog. Again, this can be mitigated by the same method I mentioned above.
Have a look, play with the values, and I hope you at least find SOMETHING helpful.
The setup and the final product looks like this:

File is here -  
Cheers