--- title: "Material Properties" url: "https://help.maxon.net/c4d/en-us/Content/html/MARCHIGRASS-ID_MATERIALPROPERTIES.html" section_path: "Create Menu > Generators > Architectural Grass > Architectural Grass > Material Properties" element_id: "MARCHIGRASS" group_id: "ID_MATERIALPROPERTIES" description: "This color gradient defines the color from the root (left) to the tip (right) of the grass blade." --- ## Material Properties ### Color Parameter ID: `GRASS_COLOR` This color gradient defines the color from the root (left) to the tip (right) of the grass blade. ### Color Texture Parameter ID: `GRASS_COLOR_VAR_SHD` ![Image: 037061.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/037061.jpg)\ From the texture to the soccer field. You can also control the color of grass using a texture. The texture is assigned to the grass using UVW mapping. The blades of grass will assume the color of the texture. The **Mix Strength** value can be used to seamlessly mix this effect with the gradient's colors. ### Mix Strength Parameter ID: `GRASS_INHERITCOL` · Range: [0..100%] Seamlessly mixes the colors defined in the **Color** and **Color Texture** settings. If set to 100%, only the Color Texture setting's color will be displayed. ### Blade Length Parameter ID: `GRASS_LENGTH` · Range: [0..+∞m] ### Blade Width Parameter ID: `GRASS_WIDTH` · Range: [0..+∞m] Defines the maximum length (the default value generates a relatively short blade) and width (a the root of the tapered grass blade) of the individual blades of grass. ### Density Parameter ID: `GRASS_DENSITY` · Range: [0..+∞%] Defines the number of blades of grass that should be dispersed across a given surface. Values in excess of 100% can be entered. Note that increasing the **Density** value will lengthen render times accordingly. To be more exact: a value of 100% will generate 1 blade of grass per 5 surface units (on a surface that is 10 cm square, this would be approx.. 10 \* 10 / 5 = 20 blades of grass). ### Density Texture Parameter ID: `GRASS_DENSITY_SHD` ![Image: 037062.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/037062.jpg) A grayscale texture can be loaded here, which will define the grass density according to the texture's grayscale values. The density will range from white regions having the most density to black regions having none. ### Segments Parameter ID: `GRASS_SEGMENTS` · Range: [1..100] Here you can define the number of segments per blade of grass. With the other settings described here you can define the blade shape, which is reproduced using the segments. Higher values will produce better results and correspondingly longer render times and vice-versa (see also [Segments](https://help.maxon.net/c4d/en-us/Content/html/OHAIR-HAIRSTYLE_GROUP_HAIRS.html.md)). ### Crinkle Parameter ID: `GRASS_STYLE_1` · Range: [0..100%] ![Image: 037063.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/037063.jpg)\ Various **Crinkle** and **Bend** values. This parameter works similar to the **Bend** parameter and varies the shape of the individual blades of grass to make them look more realistic. The larger the value, the more blades will randomly crinkle multiple times in different directions. ### Bend Parameter ID: `GRASS_STYLE_2` · Range: [0..100%] The **Bend** parameter causes the blades of grass to bend. The higher the value, the more the blades of grass will randomly bend in one (!) direction (in contrast to the **Crinkle** parameter that randomly crinkles the blades multiple times). ### Wetness Parameter ID: `GRASS_SPECULAR` · Range: [0..100%] ![Image: 037064.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/037064.jpg)\ Increasing **Wetness** values from left to right. Use this setting to define the intensity of the specular light. The more intense the specular light, the wetter the grass appears to be.