

This was my first procedural CG project, and I had to hit the ground running. Producing abstract CG elements had been an ambition of mine for quite some time, this project enabled me to finally explore that. Creating variations in the blades of grass such as length, curvature, colour and angle, as well as the noise



Geometry Nodes, a new node-based workflow had just been introduced into Blender, something very similar to Houdini - used in the most reputable studios. I created a grass system that could be iterated with ease than if using traditional 3D methods.






