Ok, I needed to post this so that the Director can see where I'm at on
developing my take on a version of trees and other vegetation for TWO. I'm using
A:M ver 13 Alpha 3.
Problems:
1. There is no shadows being cast
by the pine branches onto eachother. Consequently there is no
depth
shadowing going on with the volume of leaves/pine branches. (working on a
solution for that...it makes a big difference)
2. Pine branches/leaves
are not casting believeable shadow on the ground or on tree trunk. (The
branches/leaves are patches with 'cookie cut' images on them. They should still
cast the appropriate shadows since this is how I've done hair in A:M ver 10.5
and it renders nicely.)
I'm working on solutions for these things, but I
needed to post this WIP so you guys can see where I am as well as give me some
insight on how to create or fake solutions for these effects. I'll continue to
post here on this subject until I've arrived at renders which the Director feels
are good enough for TWO. (Right now though, I have to work on my animation
assignments first so here's what I have on trees...the technique so far. This is
not the disired outcome so I'm still working on it.) 






I used the Treez Plugin in A:M to create the tree trunk. Then I
created the leaves/pine branches and rigged them. This model also has normal
maps which don't seem to be doing much at the moment.
Frank
Silas
http://www.franksilas.com
Super trees Frank, Hope you figure out the shadow problems your having, Ive
been having a few problems with shadows on transparency map decals where the
outline on the patch (and transparent area) shows a slight shadow-ish effect on
nearby geometry.
Michael
Thanks for posting, Frank.
It is helpful to see someone producing hair
foliage in version 13. So far all my attempts to display my hairy trees in A:M13
have failed. They were all created in 11.1 and refuse to show their hair/leaves
in A:M13.
I guess I will have to do more experimenting to see whether I
will need to remake all the materials, or worse. Has anyone else had any luck
getting A:M13 to display hair, particularly earlier versions of hair? I have
just tried making new geometry and materials in A:M 13 but particle hair is
still not working for me. Is there a new property somewhere that I may be
missing?!
Keep up the good work, Frank!
Nice tree! I'd suggest hiding the ends of all your foliage in the decal as
some of them appear to be floating in air. It depends how close we get to them
though.
Paul, Frank is using cookie cutouts for the leaves, he's not using hair. Hair
doesn't work for me either. I've sent in a report to Hash.
Ahhhh!!! Cookie-cut patches!
Good to know it's not just me.
Thanks for making me focus, Mark!
Frank, regarding the shadows,
have you tried using ray traced shadows from a klieg light? (Just guessing
'cause I haven't tried it yet in A:M13.)
Michael,
thanks. I'm sure I will have solutions for the problems mentioned
shortly. I'm not having the same problem with the outline area casting shadows
on nearby geometry. My problem is that the cookie cut out
texture should
cast shadows on any geometry behind it including other cookie cut outs. This is
not happening. I think I have a way to fake that though...working on
it.
Paul,
I'm not using hair particles for the leaves. I'm using
patches with cookie
cut textures on them, as Mark said. Each leaf patch has a
bone which has an aim at constraint to a null. I constrain this null to the
camera so that from the camera view the leaves/branches always display
correctly. Since there are a lot of leaves/branches the effect is subtle. And
yes I've tried using raytraced shadows from a klieg light. That's not working
for me as expected in A:M ver 13. I need to send it into A:M
reports.
Ken,
I agree. This is easily fixed by moving the decaled
patches around. Also,
the tree trunk itself is rigged so that you can bend
and pose the tree in different ways and the leaves will stay with the tree. That
way you can make many different looks for (in this case) a pine tree.
Thanks for all of the comments and suggestions. I appreciate
it.
Frank Silas
http://www.franksilas.com
Paul,
you were right! My klieg did not have cast shadows on. Now it does
and the leaves cast shadows on eachother as expected which makes a big
difference. It took me a while to find that setting. I guess it was off by
default. I tried all kinds of things to to fake the look that did not work. I'm
such a bone head. Anyway, I'm happy with this outcome as far as lighting goes,
except I'm not getting the shadow on the ground quite the way I like it. But
this is headed in the right direction now. Here are screenshots with the shadows
on the leaves working. 

I'll tidy up the leaf placement a bit (per Ken). Then I'll
render a turn table movie so you guys can see
it in action and oh, here is a
shot of the rig setup. 
This tree is only
665 patches.
Frank Silas
http://www.franksilas.com
[/quote]
It looks pretty good, Frank, but if you are going to use this technique of
having cookie-cut cards, constrained to face the camera, how about making a
middle card, or two, to carry the image of branches.
Since the production needs of TWO are supposed to drive the features and bug
priorities on V13--why do you have to do all of this work-around to do what you
SHOULD be able to do with HAIR????
Hair is fixed in the next version of A:M12/13. In the meantime I am using
11.1.
I would assume hair would only be used for the close up trees. This is a nice
solution for almost closeup to background.
Paul,
you're absolutely right. I'll throw some branch chards in there!
William,
this method is not a work-around, per say. This tree model
is only 665
patches. That should render faster than a tree with particle
leaves. Also,
it is easier to art direct this type of tree to get it to look
more like the trees in the concept drawings and paintings. Also, the tree is
totally animateable and the leaves can blow in the wind (rustle). On top of that
you could have a lot of these trees in one scene. I'm putting together a test
scene that I'll post shortly. There are advantages and disadvantages, but I
think the prior far out wieghs the later.
Ken,
this works in close
ups, too. For the far far background trees we can use a cookie cut image of a
render of a tree on a patch and rig it like the leaves on the tree. I'm putting
together a test. If it works I'll post all the files and project as well as
instructions on how to work it. That way other people can play with it and take
over from there, so that I can get back to animating.
Frank Silas
http://www.franksilas.com
If the patches are constrained to face the camera, it will look weird if the
camera moves.
Here's an experiment of mine, using cookie-cut patches
that are simply scattered around (I duplicated them by hand).![]()
I also rendered a flyaround, where you can see that it
needs to be a little denser in some spots.
It renders almost twice as
fast as hairy trees, though.
Attached
File(s)
treetest2.mov ( 417.37k ) Number of
downloads: 110
"If the patches are constrained to face the camera, it will look weird if the
camera moves. " --Brainmuffin
That is only the case if you use large
patches for the decals. They will rotate to face the camera and the rotation
will be very visible. If you use a larger number of smaller patches for the
leaves then the rotation will be very subtle. Here's a test render using my
tree;
http://www.franksilas.com/twotree/frankstree.avi
Now
this is just a WIP and I made it go fast enough so that you can actually see the
rotation of the leaves. Even at this speed its extremely subtle. Now the method
you show above that has the leaf cards not rotating to face the camera at all is
the old school video game method of intersecting cards. The problem with that is
at certain angles (top down) you don't see anything and at other angles you can
see the 'X' made by the two intersecting cards. The method I'm showing here is
the new video game method that is supported by both Microsoft for the Xbox 360
and Sony for the Playstation 3. It's also used in feature film work for special
effects. All I've done is apply the technique in Animation Master. As you can
see here it works fine. even at extreme close ups. Now the camera move I made in
this test animation is an illegal camera move. I've 'crossed the line/broken the
180 degree rule' by doing a 360 degree rotation around the tree with the camera.
So even though it does hold up under this camera move it is not even a realistic
camera move to have. But if a little care is taken this type of tree will hold
up from all angles with all camera moves. Once again this is just WIP to see if
it would work in Animation Master. I need to take more care of my leaf
placement, use a procedural texture on the trunk, paint in some more lighting
effects directly into the leaf texture, and add a few cards that have branches
on them.
Frank Silas
http://www.franksilas.com
Thanks David,
On top of that this tree is totally customizable and
animatable. Just create a new pose or action and you can have this one tree look
like many different pine trees. You can bend the trunk and the leaves will
follow to match the new form and they will still behave correctly for the
camera. So we can have the trees swaying in the wind and have the leaves
rustling too! ...with the characters walking through the woods with a hundred of
these trees...all animated. And the Director could say I want these trees over
here bent like this, and I want this tree's leaves to do that when the character
walks by it...and we could do that for him. 
...and this one
was just a test. With this method the plants and trees can be more easily art
directed to look exactly like the concept artwork.
Frank
Silas
http://www.franksilas.com
This topic is one of those forums that needs to be captured permanently!
Branchesc.mov ( 468.64k ) Number of
downloads: 81

Bob,
thanks! We can use this method to create trees who's look and
animation are easily directed.
Brainmuffin,
the method that you are
showing has been used in video games since the PlayStation One. So it's a valid,
but older video game method. It does not hold up well on film, except maybe in
still shots. The 'X' that the intersecting cards make can be seen from different
angles. If you look straight down the 'X' (top down) then no textures on those
two intersecting cards can be seen unless there is another texture at either end
of the 'X' which simulates viewing from that angle. Hopefully by comparing the
.avi I posted with the .avi you posted you can see the pros and cons of both
methods.
William,
If that is possible how would you then animate the
tree blowing in the wind and have the leaves also rustling after having 'frozen'
the speed of the spriticles and held them for the life of the shot? Also, would
the sprites behave the same way (always face the camera) if being 'held' for the
duration of the shot? Add to which sprites are part of a particle system.
Particles are invariably more expensive than simple geometry. I don't see any
advantages of your theory over the method which I've demonstrated here.
Frank Silas
http://www.franksilas.com
OK, I was just thinking it might be quick--but that is true about not being
able to blow in the wind, but it could be a guick way to throw vegetation onto a
distant landscape (though I like the hair system for that).
Hey Frank, I'm just reading up on this stuff today.
I love the look of the
trees, but I'm interested in seeing a forest of these that have leaves that
always point at the camera.
I think it might be visible effect..... however,
I don't know if it would be negative or positive....
have you run a
test?
Mike Fitz
www.3dartz.com
It's an interesting technique, Frank, and I think that you should persue it.
I would at least like to see some examples in motion. The only thing I am
struggling with is the relatively high patch count for a background tree. I know
the patch count is not astronomical but when you add a few dozen it is probably
much heavier than we need.
Have a look at the Oak tree wip that I just
posted
http://www.hash.com/forums/index.php?showtopic=18781&st=45&#entry154873
(Post 55). It is 332 patches and I'm sure that I could pare that down to about
TWO hundred patches without anyone even noticing.
Anyway, Frank, keep up
the good work. I look forward to seeing your progress.
Martin,
hey there. :-)
Some clear advantages of this method over using
particle sprites for leaves is that is uses less geometry (including each
particle as a piece of geometry that has to be rendered in that statement).
Also, isn't using a particle system more expensive (render wise) than not using
a particle system? Carrying on from there, less geometry per tree correlates to
having more trees in a scene. Also the geometry is light wieght enough such that
you can get real time playback which includes the leaves. (Great for the
Director) Furthermore, since this method uses a texture that simulates clumps of
leaves instead single leaves it is easier to create a texture set which looks
more like the concept artwork using these cards than would be to get the same
look with the sprite particles. I'm sure there are more advantages, but a
picture is worth a thousand words so I'll post a .avi with a full scene filled
with my trees and if someone else could post a .avi with a full scene filled
with trees created using particle leaves then we can compare the two, and the
render times. (Right now I'm at work so that won't happen til later
tonight.)
Hi 3DArtz,
ditto. And in the meantime if you want to see
some movies and stills using this technique in realtime enviroments click on the
link here and
check it out http://www.speedtree.com/ if you go to downloads
check out the Zera and Gothic III screenshots and movies.
Frank
Silas
http://www.franksilas.com
Paul,
I don't think your 332 patch count includes all of the particle
leaves. I'm not trying to fight with anyone. I love the work you've been doing
with trees in your thread. We should probably use both techniques together where
it would serve us well and seperately when the shot called for it depending on
the strengths or weaknesses of each technique. I do apologize if I offended you
by my robust espousal of this technique. If I offended you that was not
intentional. I posted a motion sample on page one of this
thread;
http://www.franksilas.com/twotree/frankstree.avi
When I
get the chance I'll post a forrest animation.
Frank
Silas
http://www.franksilas.com
Frank, keep up the good ideas. I'm simply hashing them around.
Per
your example of "clumps" of leaves vs. individual "Hair" leaves - the bitmap for
each "Hair" leaf could be a picture of a "clump" of leaves instead.
I
think there is a "control" advantage to your method, if someone can just
articulate it.
Not offended in the least, Frank!
I am really happy to have your company
in this quest for the perfect solution, especially from someone with your
experience. Of course there is no perfect solution yet. That will come when we
all have super computers that can handle a forest of fully detailed tree models
in realtime. Until then we can do what everyone else does and take it one shot
at a time. Add the detail where its needed and thin it down
elsewhere.
The technique that you are exploring is just as valid as any
other. I was only concerned about the patch count.
Onwards and upwards
:-)
Paul,
thanks for your support. This commicating through writting alone is
tough. I can't read anyone's face or body language to know if I'm communicating
badly. You are doing some phenominal work over in your thread on trees and
vegetation using the particle leaves. Truly great stuff.
3DArtz,
here
is a quicktime of a Forrest of 50 of these trees. Please excuse the jerk in the
camera toward the middle, and the lighting is my crappy three lights thrown in
there for this test. Otherwise I think you can see that this holds up in a
forrest of trees far away and extremely close up. This rendered in 12 hours on
one 3Ghz Pentium 4 with 1Gig of RAM. I have 10 computers in my renderfarm so if
setup I could render this scene in about 2 to 3 hours. Also, I want to test
swaping out this version for a lower res version when the trees are not within a
certain distance the camera's visible area so I can have a forrest with 2 to 3
times this many trees in a .cho and still have a workable realtime playback. I
ramble on...here's the
quicktime.
http://www.franksilas.com/twotree/franksforest.mov
Oh,
I think you only see 30+ trees in this shot, but there are actually 50 in the
entire scene. I'll move them all into camera view and fix the pop, then
rerender. I'll post it next week. I really have to get my TWO shot animations in
to the director first.
Frank Silas
http://www.franksilas.com
Attached thumbnail(s)
That looks good, but the camera is always pointed in the same direction. So,
the leaves won't switch direction. I'd be interested in seeing the camera rotate
round the forest.
Sorry, Frank, I can't view this format. QT goes looking for a component and
reports back saying that it can't find it.
Hi Paul,
It uses the H.264 Quicktime 7 format.
Frank
Silas
http://www.franksilas.com
Hey Frank, this method look very promising. I would also like to see a
fly-around of the trees when you have the time.
I've rendered more scenes using the tree. I'll post those shortly. I also
started testing a new way to construct the tree, which has lead to a different
looking tree. Here's the WIP for that.
Frank
Silas
http://www.franksilas.com
Attached
thumbnail(s)
That's looking good! And it doesn't even have shadows yet!
Nice tree frank !
Can you make some natural pose ? to use with
it.
Also some with less branches , like pine...other with more higher
trunk like Sequoia or this kind of tree they got on the west
coast...
great model 
Al
Hi
I've just updated tree proxie into the props/tree svn dir.
Some of
mine and Bod's
Franks, it would be really cool to see some of your
technique over Bob's proxie tree.
kind of tall pine... the pine trees have
less branches so it would be easier to deal with
...just a suggest
And
what about a kind of "canope" with a trunk assembly going up ?...like the one
used in the loonville proxie... it's a good idea and need to be explored
further
Also I've notice some nice nature model into the prop\ misc
dir...flowers and bush etc
it would help...for your nature setup (Jody and
Fabrice )
I'm still waiting for Paul's landscape files...those available
in the SVN are not reliable.
We need someone to get it from Paul and update
the SVN with it.
Paul need a place to upload his files...any ftp
available somewhere ?
(Paul doesn't have an access to SVN at this time
)
Is there someone who can help us with that ? Noel ? Jody ?
Paul have
quite nice pieces of landscape that we must look at.
thanks 
Alain
Hi Al,
these trees are pose-able. So anyone can tweak them in the .cho for
every shortcut if they wanted to. These are just my tests to see if it worked.
Seeing that it does work I'll make some final versions of the different types.
That won't happen for at least a week though. I'm also animating and I need to
get my shots in this week.
Frank Silas
Animation Director TWO
yes good
thanks Frank
Al
I'm working on getting a new scene rendered. In the meantime here is a ver 13
alpha 11 render.
Frank
Silas
http://www.franksilas.com
Attached thumbnail(s)
Frank,
Very nice work!
David
Nice work Frank.
I hope John Henderson gets his Jack and the beanstalk
short done soon because he's got some great trees and landscape in that from
what I've seen.
Hi
Great trees Frank! really!
I wondering the trees have a leafy
profile/shape but got thorny leaf ?
the trunk is straight like on thorny
trees but the overall tree shape isn't the usual triangle profile.
so I'm a
bit confuse about the species of those trees.
Note that the modeler can
re-shape your models to get the species they want...
BTW If someone would
give a try in that direction...so we can pick a couple of species into SVN
.
it would be very helpfull ...
( distorted trunk pine tree , straight
grand sequoia, spruce, straight trunk white pine etc etc)
ok bye
Al
All,
I have been asked to post my work for the WIP garden giant
plants on this thread. The design I am working off of are
at:
http://www.hash.com/forums/index.php?showtopic=21286&st=0
Here
is a first attempt. I will continue with the theme of variegated and well
manicured plants in pots for the garden unless objections are
raised.
Thanks,
Steve
Attached
thumbnail(s)
Good stuff! You're pretty advanced for a "newbie".
Nice Steve!
Please go ahead , we need more plant to fullfill the
garden.
what about some vegetable ? pumpkin(your look great !) would be
nice on the ground with their leaf
tomato plants ? raisin ? all this should
be cool
thanks
Al
TWO Crew,
Here are some more previews of plants for a/the garden. I
will continue to work on plants for gardens unless directed elsewhere. If I
should attach the models and maps to these posts, in a zip file, please let me
know. Also, thanks for the encouragement.
Steve
Attached thumbnail(s)
Nice stuff Steve!
If you can upload your files to SVN, put them in
that dir.
data\Shared Data\Models\Props\Trees\Steve_plants
if not
, you can zip and post them here... I'll upload them for you
BTW, you
had a good idea to add a basic bone setup to your props so we can pose them
easily
Thanks
Al
Nice work, Steve!
Wow! Keep it up!
All,
I would guess that I do not have permissions on the SVN, nor do I
know the url of the SVN server, so you will find all the models that I have
done, so far, attached. Included is a new tomato plant. Plants in spring how
they grow so well!!!! Also please let me know if you have problems with the
models.(Referenced materials, images,......)
Glad to help,
Steve
Attached thumbnail(s)
Attached File(s)
tomatoplant.zip ( 107.3k ) Number of
downloads: 27
pumpkin.zip ( 300.95k ) Number of downloads:
26
tree.zip ( 289.15k ) Number of downloads:
25
giantplant1.zip ( 144.04k ) Number of
downloads: 23
Ok thanks Steve,
Your files are uploaded to SVN... they're now
v13
Al
I'm really loving these Steve. Here's some more ideas for you to
consider:
Carrots
Potatoes
Corn (for scarecrow to scare the crows
from)
Cabbage
etc
On a side note, I remember seeing someone did a
lovely sunflower recently.....
There are some Bark materials in the TWO Library on the SVN that you can drop
on the trunk. Nice work!
Hi ,
Here a 360 movie of Frank's douglas pine tree.
I've lock the
aim null to a stationnary one so the tree (map) bones always point to the
camera.
Thanks
Al
Attached
File(s)
tree2.mov ( 284.24k ) Number of downloads:
64
Hi
Frank, I've look at your single tree named: douglassfir.mdl
It use
massive tga map.... up to 14 mb ! ( 4mb +4mb+3mb+3mb+193 kb)
This is
really big isn't it ?...I mean for a tree.
Do you have a lighter map model of
it ?
Thanks
Al
Hi
I've worked since a couple days on a pine tree WIP.
I've
uploaded my files into ...\data\Shared Data\Models\Props\Trees\Al_Trees
There
is a .mdl and a .cho
pine_tree_Al1.cho
Pine_tree_Al1.mdl
load
the .cho to get everything...force , light , action etc.
The tree use
Marlin studio bark material
leafs are hair, I've brushed the leaf with the
brush tool and other hair manipulation tool ( cool)
I've set bones so you
can create other of the same species only with an action.
Also a choreo with
two trees and a force to fake the wind blowing on trees( see the
anim)
-the force magnitude is quite high (start at 8000 and full blow at
250 000)
-the root hair material force is -2000 at Y axis
-the choreo
force is -100 on Y so other stuff would react normally...I guess
let me
know what you think of this
thanks 
Al
---------------------------------
This
choreo show some bug: if you can confirm some of thoses :
1-the magnitude
property data doesn't update as you move into frame...
you got to deselect
the force in the psw and select it again to see the update d data of
property
2- some rendering artefact appear here and there....the realtime
render ar often more accurate than a progressive render
3-the camera
color don't show up in final rendering
4-the hair map doesn't support
blur...or greyscale in the cookie-cut map ( alpha channel ), only black and
white
Attached thumbnail(s)
Attached File(s)
treewind.mov ( 343.89k ) Number of downloads:
48
Nice work, Al!! That is the way I think we should be doing trees, especially
for up close
You're definitely onto something there Al.
These were made using Marcel treez plug-in and hair. This was rendered in v11
so I don't know how well they will render in v13.
Attached thumbnail(s)
Wow. They're good close up too.
These trees all look great!
Mark, have you tried giving those pines
more height? The branches seem too close to the ground, or the branches too
heavy, for such a short tree. Just stretch the trunks and see what you think.
The needles and cones look really good.
Has the problem with dancing hair
been fixed or are these not going to be used with a moving camera?
IMHO, the trees made using Hair for the leaves are the best way to go for any
trees in the set area (anywhere where the characters and props are going to be),
beyond that we could use trunks emitting Hair "branches", and beyond that we can
emit forests of hair "trees".
That give us 3 levels of detail that we can use
based on the distance from the immediate area of action.
Hi Mark
Those trees are cool
Where is this Marcel treez plug-ins
?
Is those trees can be uploaded to the prop\tree\mrX_tree ?
So we can
look at it and play with the plugin
keep us posted about
that
Thanks
Al
here a "Q" render of the pine_tree_Al1.mdl
It look much better with
hair than a progressive render (shift Q)
Al
Attached thumbnail(s)
I just finished uploading over 200 image files to SVN. These are alpha-masked
trees,branches,leaves,plants,grass,hedges,etc. from Marlin Studios Foliage and
Texture CD. (yes, Tom Marlin gave us permission to use this stuff for TWO).
I
updated the TWO Library also, so you can pick them from there. So any materials
of Forests or Trees with leaves that you make will be ready to go if you use
these from the Library 
So everyone start experimenting!
Thanks for sharing William !
Thanks Will and Tom, these are great. Here's a close-up using the branches
from Marlin Studio.
Will, is there anything for conifer trees (branches)?
I didn't notice anything, except the full trees.
Attached thumbnail(s)
Hi Mike
Put your tree-nature stuff into prop/tree/mike-tree as you
work so we can get it too.
Thanks 
Al
Nice Mark!!
Thanks Will.
Added folder to svn with 4 trees, bark decal and base
hair material for leaves (edit shortcut in groups folder). Ill work on adding
more.
Attached thumbnail(s)
Ooooo...now we're talking. For close ups, the trunks could use more
individualisation.
Not sure what you mean Ken, are you talking about the bark or the trunk
itself? The bark is decaled it can be swapped out for another image.
Al,
I hope you don't mind, I changed your hair image to something that I had. I
didn't save it or upload the image to the svn. If you like it I'll upload the
image and make the changes to your tree model.
Attached thumbnail(s)
That looks better IMO. What's that using....hair? About the trunks, I mean
the very base where the roots grow. They just need some variety in that area
with splines.
Adding geometry will screw up the decals, there's only one decal and two
stamps, these were applied by Marcels plug-in. so I don't know how well the the
UV maps can be edited with adding geometry. Give it a try Ken, it's not my
thing.
If there's enough geometry it might not be necessary to add more splines (and
break the uv setup). I'll have a look at it in a as soon as I can.

I have been using the bark material, which is tileable. The Treez plug-in
makes a decal?[I need to read up on that].
I like the direction that the
trees and vegetation are going!
I'm rendering an animation right now that is
of a "Woods" material that grows a forest of trees [5 emitters, but could be
more...] using 20' tall hairs with some of the Marlin Studios tree
images.
Set the overall tree height in the Hair system properties, and the
length % in the emitters properties to a suitable height for each plant.
Also--BEFORE YOU APPLY THIS--set the density of the system to something like
.0005 (it will show as 0%, but it will behave as expected).
What I like about
this is how easy it will be to populate a landscape with vegetation--you only
need one material for a type of area, and you can just drop it on 
TIP on Hair leaves,branches and trees:
Set "Direction
variation" to 0%. If you don't, the hair seems to want to change it's
orientation from the emitting surface as you rotate the view or move the camera
[this is probably a bug--I will report it].
Will, Marcel had a project setup with a gradient decal applied somehow to the
base group of the test model, when the tree got generated in the action, the
decal was applied to the whole tree, keeping the orientation of the decal in the
correct direction (following the branches), then all you had to do was swap out
the decal with the bark image. The model also had poses setup for thickness,
branch length, locality and regularity to use in the action to change the shape,
giving you alot of variation for one model (target group and action). This is
the model I use and all I do is change the target group, adjust the poses and
the action to create the trees. Finding a good target group is the hardest part.
What are you talking about ?
Is this tree available on SVN ?
I
would like to look at this too !
Thanks
Al
OK, did a little experiment, this is easier than I thought.
Al, I
think the treez plug-in is part of A:M now. This is what you do, from top view
create a 4 cp ring, group select and name it base. Import bark decal, now from
the front view (I don't think it needs to be the front) right click on the model
in the PWS and choose new decal (do not apply). Create a canopy target, go to
bones mode and add a bone to the target. Now create a new action (30 Frames,
give or take) with the model, translate the canopy on frame 5 (up in the y
axis), on frame 10 scale the target bone. Go to frame 0 and right click in the
action window and choose plug-ins, wizards and treez. Go to modelling window and
delete the canopy target, you now have a tree with an applied decal automaticly.
The only thing you'll have to do is go to the image under the decal folder and
go to it's properties and set the repeat on the y axis to between 20 to 50 or so
(this can be set before you create the tree in the action), til the scale of the
decal looks correct. Apply hair to level0 in the groups folder. BTW, my name is
Mark.
There are several pages worth of manual at Marcel's site that give a complete
desc on how to use Treez.
This look cool !
I'll look at it asap
thanks Mark 
Al
Here's another tree I uploaded to svn. Al, I also uploaded you modified pine.
Attached thumbnail(s)
That's a fine pine. (Always wanted to say that) You've really nailed the
leaves. This is the way to go for close up trees IMO.
Here's another, it more of a shrub than a tree. The flowers aren't the right
kind, but that's what looked the best from the svn.
Attached thumbnail(s)
Here is the test project I was using for a woods using hair trees... The
motion-blur wierdness along the bottom is because I didn't know I needed a
background rotoscope for the blur, but the particle trees look pretty good even
full frame.
Attached File(s)
tree5_7_06.zip ( 4.88k ) Number of downloads:
16
woods.mov ( 925.51k ) Number of downloads:
43
Hi
I'm trying to setup some hair-grass for the winkee-village.
I got
some difficulty to achieve some result.
I want something fast to render
with enought resolution for
a range of 10 feet view to large open
view
...brief :a general purpose hair-grass who render fast
If
someone have a WIP to share on this , I'll get some use of it.
... but it
must render fast (around a minute for 640X480 for a valley of grass
)
Thanks for any help
Al
There have been good examples of grass. I think Paul F had one. Also, I
remember an image in the contest of Homer Simpson running through some nice
grass.
Making a lot of different plant materials here at the Hash Bash....these will
be easy to drop on a group and get instant vegetation
Attached thumbnail(s)
Very nice! That is the best mix of meadow grass that I have seen so far. Yes,
I do remember the grass in the image that Ken speaks of, Homer chasing the
doughnut, as being particularly lush.
It seems that something changed,
some months ago, in the way hair arranges itself. I noticed this while working
on tree foliage and grass that suddenly, after one update, it was harder to
avoid an obvious repeating pattern especially if the hair covered a large area,
as with trees and fields.
In the picture on the right this repetition is
just slightly noticeable in the distant field. Though not too bad at this
resolution what happens when TWO is projected on a large screen or displayed on
a large television?
It is good to see that the Hash Bash is bearing
fruits! Those trees look excellent!!!
Well done guys. Looks like the Hash Bash is bearing fruits. 
I
also noticed that repitition that Paul mentions....
And I wonder how
we'll handle the sky in the finished movie. To me the above sky is obviously a
real photo.
Nice plant and grass! 
Cool!
On my latest grass-hair WIP of the winkee village ,
I've used the property driven decal diffuse color to get the color of the ground
map to the hair grass, I've also use a special map for the density so plant grow
where I want...a lenght map can be use too
I think those option are a
must for large area...
The result is nice even if the overall look is a
bit realistic.
If you can upload your WIP into the
prop/tree/zandoria_nature
We would try them on the village to test
...
Maybe at a point in time, we will have to make a compromise between
hair density/realism and computer rendering/performance...think of it in your
WIP
Thanks
Al
Even with the repitition that is fantastic looking. Great stuff.
Hi Will
I know, but if you can put your WIP (model,action and/or cho)
somewhere like in prop.
we would be able to look at your techniques and
settings , like the image library and choreo layer.
Some aspect of a hair
setup depend on WIP setting like the landscape dimension. decal property and
other setting .... so having a material is good but having the wip where the
material is put on is better...
About moving files, don't worry, I move
only misplaced files, trying to keep thing in order
in my task
area...
Will you can PM me at any time for specific discussion.
or let
set a chat session on our AM13 community
I'm not very comfortable with
skype...remember that I'm french, everybody speak so fast that I lost myself
easily...
later
Al
Will
I've look at the files you've make available on the SVN.
look
good to me...I see some Paul's work on nature
...finaly Paul find a way to
update the SVN with it ?coool!
The grass.prj (Paul's work )seem to use
the same approach we had set on the Winkee-village.
...and The "decaled tree
map" technique would look fine for mid-distance trees.
I'm searching for
some "layer" choreo sample ?...
Is this stuff are in the animation area of
SVN ?
Can you give us a status of what you've uploaded
?
Thanks
Al
Paul used layers in the shots rendered at Hash Bash, so those shots in
sequence 2 are what you should examine.
Hi
How to make the hair patches to face a target like a sun , a null
or bone and not the camera ?
Is it an option of the hair material to set
?
Thanks
Al
As far as I can tell, translucency does not work with image based hair. Since
the outer edges of the hair is masked by an alpha channel from the image, there
is nothing visible to be translucent. In my tests all it did was add alot of
render time with no visible difference in the leaf images. So, unless we model,
lets say a branch with modelled leaves and assemble a tree in an action to make
things a little easier, I don't think this will be possible, though I could be
wrong. As for bugs life, I'm sure the leaves were models since they were so
large and not a cookie cutout, which is basicly what image based hair is.
Oh well. It's be a nice touch....probably added at the end if possible at
all.
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