Cool! Glad that helped. Also, you should think about replacing the fx maps in the sbs with the splatter node. You can pretty much get them same effect but much less heavy on computation. It will be very fast with splatter node.
Cheers,
wes
Sure Wes, I'm going to give it a try! Really curious to see the performance difference in UE (-:
Hey nice grass but you shouldn't listen to French people on Youtube 
If you want to stick with FX maps, another solution to be more performant would be to generate the grass in two steps : one Fx map (or tile sample or splatter) of more or less 30 strands (without touching the borders) that you plug to a Fx map and iterate 30 times again.
It avoids to have a 1000 costly FX map. Furthermore, even if a single strand occupy a tiny amount of the texture space, you pay for the full price if the input in the FX map, do the technique above should be way more efficient.
If I have time, I am going to make a small third "optimization" video to explain this.
hehe glad to catch with you in the forum too, Vincent!

Anyway, your solution sounds like a good compromise. And the given explanation is already pretty clear.
Beside a video tutorial about it, I would be much more interested in a tutorial where you rush quickly over some different examples of FX-MAPS. Like a showcase of the possibilities. I bet one can do pretty different things with FX-MAPS.
Also, ideally in a part two of the tutorial, it would be pretty useful to know how one can obtain the same effects outside fx-maps (like Wes showed with the splatter) and point out the limitations and differences of both way to do the same thing.
This would be super interesting to learn better this software!
But of course take it as a kind and polite suggestion. It's not a request (-:
cheers, guys