Procedural Texture Creation
In the video above you can see the mid level setup of a procedural grass generator made with Substance Designer. It provides the ability to iterate over different looks pretty quickly and to add variation in no time. On the top level setup you can also change the number of grass leafs and how they are distributed across the texture.
Here you can see the simplest and most performant shader setup in UE 4 that provided a sufficient look for the use of this asset. Later on I added more advanced shader functions for stuff like character avoidance, using Houdini to paint pivot points on the mesh itself, which would describe where and how the grass ‘bends’ when the character walks through it.