Road to Nowhere

I found a new tutorial on procedural ground texture on YT, and here it is. Heavily complemented by plants from RealGrass and an HDRI from HDRIHaven. In this case displacement of the mesh was simply achieved by moving verts around instead of adding a Displace modifier or adding a Displacement node to an adaptive surface. As usual controlling plant distribution required a mesh of some density, not just a displaced plane.

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