Populate Tree Leaves using Particle Flow : Tutorial

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  • Опубликовано: 14 июл 2024
  • In this tutorial, we will cover how to populate a tree with leaves in 3D Studio Max using particle flow and Vertex Paint.
    Note: To delete PFlow particles you must increase Viewport render to 100% in the PFlow Modify Panel. Otherwise the hidden particles will still render.
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Комментарии • 47

  • @RagdollStudioLLC
    @RagdollStudioLLC  7 лет назад

    We made a tutorial on how to make a tree like the one we use in this tutorial here: ruclips.net/video/KfOXGT0zbDA/видео.html

  • @hamidsalami7022
    @hamidsalami7022 5 лет назад

    Thank you for this great tutorial.

  • @CalvinBacon
    @CalvinBacon 8 лет назад +1

    great video, thanks!

  • @sabrinaledoux9447
    @sabrinaledoux9447 7 лет назад +1

    Great tutorial thank you ! :)

  • @SanctuaryOfTheHeart
    @SanctuaryOfTheHeart 7 лет назад +1

    These are great ideas! Thanks for sharing them!

  • @archvilex8629
    @archvilex8629 7 лет назад +1

    Great tutorial , Thank you

  • @naveenprabhu_Vlogs
    @naveenprabhu_Vlogs 7 лет назад

    Wow!. amazing thank you

  • @marwans4018
    @marwans4018 7 лет назад

    Nice tutorial

  • @emanuelefortunati
    @emanuelefortunati 3 года назад

    Really nice tutorial! Thanks a lot!

  • @SpearChuckUngawa
    @SpearChuckUngawa 5 лет назад

    Thanks, now I know how to populate ivy leaves along a spline/loft

  • @tetsuooshima832
    @tetsuooshima832 8 лет назад +1

    Very useful thanks

  • @sevenseven31
    @sevenseven31 4 года назад

    well explained thank you for tutorial

  • @Thundermeyer77
    @Thundermeyer77 3 года назад

    thanks a lot.

  • @adamdavidkenyon6664
    @adamdavidkenyon6664 6 лет назад

    I just want to confirm this is amazing! I tried doing leaves with nanomeshes in Zbrush and it works but so fucking time consuming, excuse my french. Also, the UV's are messed up when they come back into Max in which I actually spent three hours copying/pasting UV's back and forth to every single leaf for a tree I made....Doh! Wish I knew more about particle flow because I just done it, and it looks fantastic! I never knew you could do this in Max so thank you so much! It's really helped me with my new outdoor environment project for UE4. For anyone who wants to use this in a game engine, make a new script and paste this in!
    www.oferz.com/MaxScripts/PFlowBaker/PFlowBaker-v0_71.ms
    This little script will convert your leaves into editable polys and also it will retain your UV's too! :D Great stuff! subbed!

  • @Kitsikoo
    @Kitsikoo 6 лет назад +2

    Nice tutorial, thank you!
    But there are two questions:
    1) What do you think about the collision between the leaves? I do not want them sticking out of each other.
    2) 2) How to implement several different leaves?

    • @gergolaky3624
      @gergolaky3624 2 года назад

      Did you ever figure this out? Its been two days I cant

    • @gergolaky3624
      @gergolaky3624 2 года назад

      Solved it. It wasnt the last comment. To be able to assign a map to a particle system (this is usefull if you spread (for example) grass on a plane and you want to give the grass different colors based on the map) you have to use the Data Test operator (I dont remember the operator type name, its the yellow one and its used to transfer particles). You have to set it up the same way as a data operator just like in this video (ruclips.net/video/tvrTZJ3LD_w/видео.html), but use output test instead of output standard scale. After you have done that you have to set up the particle flow just like in this video (But in your pflow the collision is replaced by the data test): ruclips.net/video/rQobsNKlmKo/видео.html. And after that you are done. You have to test it a bit, because it can get glitchy, but I can get renders (havent tested materials yet, just display colors), if have only 1 shape in the first event and only display in the second it works fine, if the other color is not displayed you just have to adjust the scale and it works as intended. Hope this helps, I seen people ask this in comments. Maybe its a really dumb way to do it, but I dont see a lot of tutorials and I know you can use material frequency, but you cant adjust that with a map, like in this solution, if thats needed, if not just use material frequency

    • @gergolaky3624
      @gergolaky3624 2 года назад

      Sry I just copied a reply I gave to a different video

    • @gergolaky3624
      @gergolaky3624 2 года назад

      Update: It only works with texutres(bitmaps), cellurar and noise is a no go. Or at least it only appaers in the white parts with the texture

  • @DPDPDPDP
    @DPDPDPDP 7 лет назад +1

    I saw your zbrush, do you have the tree modelling tutorial? your tree branch is so great

  • @gergolaky3624
    @gergolaky3624 2 года назад

    How would you add a mix of colored leafs, that are scattered based on a map? In blender you use particle info (position), mapping and mix to produce this and you get a mix of particle materials spread out.

  • @ApexArtistX
    @ApexArtistX 6 лет назад

    can you do mflow tree trunk for destruction ?

  • @jessiethorpe3259
    @jessiethorpe3259 7 лет назад +2

    Awesome tutorial, thanks. Would you be able to give the process for making trees? I don't want to buy growfx

    • @nickam4100
      @nickam4100 7 лет назад +1

      Search for ZTree, it's a Zbrush plugin and it lets you customize your own tree from zspheres and then you can convert it to a mesh. It also has a feature called AutoTree... pretty self explanatory ;)

    • @RagdollStudioLLC
      @RagdollStudioLLC  7 лет назад

      Hi Jessie,
      I'm sorry I didn't respond sooner. I can create a tree building tutorial but it's going to be a couple weeks before I can get to it. Most 3D models I've seen thus far tend to build the trunk separate from the branches and they just attach them all together but they're not manifold geometry. The limbs remain as separate elements. I'm glad you liked the tutorial.

    • @jessiethorpe3259
      @jessiethorpe3259 7 лет назад +1

      Thanks for getting back to me :) I wouldn't mind waiting for the tutorial, I have tried different concepts, but all in all the other concepts are mainly for game trees and effects nothing really detailed. The remainder of tutorials i have found are in another language.
      Again thanks for getting back to me.

    • @RagdollStudioLLC
      @RagdollStudioLLC  7 лет назад

      As promised, I've added a tree sculpting tutorial and even gave you a shoutout. :)
      ruclips.net/video/KfOXGT0zbDA/видео.html

    • @jessiethorpe3259
      @jessiethorpe3259 7 лет назад

      Thank you, this is awesome! :) will be testing this out this week

  • @wcherokee100
    @wcherokee100 7 лет назад

    where i can get all these textures

  • @ApexArtistX
    @ApexArtistX 6 лет назад

    Breakable dynamic trees ?

  • @naveenprabhu_Vlogs
    @naveenprabhu_Vlogs 7 лет назад

    Please can you tell me how to make some part of the leaves fall from the tree to ground

    • @JohnAndersonArt
      @JohnAndersonArt 7 лет назад

      Hi Navin,
      Without having tested these solutions, this is what I would try off the top of my head. The first is an option in the Lock/Bond operator that allows you to break particles away based on speed. You could try to set up a wind or gravity system to force the breakaway. My feeling is that could work but would take some experimentation. The other option is simpler. You could simply use an Age Test linked to a Split Amount and then link that to a Force (Wind or Gravity). So when the particles reach a certain age with a high degree of variability, a small fraction of them would break away and be subject to either wind, gravity or both.
      Like I said, I haven't tested these solutions but this is where I'd start. I hope that helps.
      Respectfully,
      John

  • @lovedwarrior
    @lovedwarrior 6 лет назад

    Hi, thanks for this tutorial. How can I export it in .dae file and use it in secondlife.com? I want to make low poly trees and I never found a way to make them realistic and low poly. I make tons of lowpoly flowers in secondlife as 1 land impact 1 prim but when it comes to trees I have no idea how to make them low poly. Would your method work in secondlife? I mean I have to export as .dae file and I wonder if I have to convert it to edit poly and then export or without converting it to edit poly. OR any suggestions would be welcomed. Again, thanks for the tutorial.

    • @dntzonis
      @dntzonis 6 лет назад

      This method is definitely not low poly :P

  • @mayento1
    @mayento1 7 лет назад

    Great tutorial!
    About PF:
    Is there a tool to lean leaves towards the branches ends?
    Particularly for this plant: upload.wikimedia.org/wikipedia/commons/thumb/3/3d/Leucopogon_parviflorus_3.jpg/1200px-Leucopogon_parviflorus_3.jpg
    Rotation event offers only randomness, or I don't understand some settings yet.

    • @RagdollStudioLLC
      @RagdollStudioLLC  7 лет назад +2

      Use Rotation:
      Orientation Matrix : World Space
      X: 0
      Y: -144.0
      Z: -155.0
      Divergence 180
      Restrict Divergence to Axis (ON)
      Divergent Axis
      X: 0.0
      Y: 0.0
      Z: -1.0
      My setup would be Render, Birth, Position Object, Shape Instance, Display.

    • @mayento1
      @mayento1 7 лет назад

      Thank you. It helps some way, but couldn't say that result is perfect.

  • @3Danful
    @3Danful 7 лет назад

    The only flaw with this method is that it quickly picks up polygon count, and isnt ideal for games. each leaf equals atleast 1 polygon dependant on the chosen geometry you have chosen to link to your tree. as you can imagine, theres thousands of leaves on a tree and
    If you intend on making a game which populates LOTS of trees, like a woodland, this will become very painful upon your hardware.
    This method is more for photo realistic scenes, animations. that sort of thing.
    It also seems that alot of trees on places like turbo squid, and other sites are incredibly badly modelled, expecially for optimisation. some trees going into the millions of polygons. polygon count really does matter in games.
    Ive been forced on using panels to populate my trees, but never looks amazing. its very teadious as ragdoll states. Yet to find a good method to make good quality trees with lesser polygons.

    • @RagdollStudioLLC
      @RagdollStudioLLC  7 лет назад

      This method can work with game assets as well but with a lot of tree you'll need to use LOD models to your advantage. Most game engines allow you to automatically swap to a lower level of detail when the object is farther from the camera. Typically you could expect four or five levels of detail in most objects. In my experience with trees in game engines, the polygon counts weren't as much of a problem as alpha blending. Alpha blending is the viewing of an object through a partially transparent object.. i.e., the cutouts for leaves. Since trees have so many leaves, the alpha blending can be really taxing to your system. This is also really dependent on your platform. If you're creating for mobile devices, you'll need to be much more economical than if you're creating for PC, Xbox One or PS4.
      Typically I create my models for rendered animations. I have also experimented with using solid geometry for the interior tree with individual cards (either leaves or clusters of leaves) for the exterior foliage. 3D is usually about creative trickery rather than brute force. Also, many engines like UE4 have some great foliage tools. Check out Simon Barle's work to see some really cool environment scenes.
      www.simonbarle.com/
      I'm about to put out a tree sculpting tutorial if you're interested. That should be online within the next day or two.

    • @3Danful
      @3Danful 7 лет назад

      I think it really depends on the game really. the dilluted shite we have today In FPS's means you can have great deal of detail in the foreground and lesser detail in the distance. given that trees are big assets, they do consume alot of your screen up close, and blocks environment behind, so in that arguement you can work on foliage with a higher polycount.
      My arguement above really illustrates the broader industry, throughout. Most games cant have tree at this level of detail for obvious reasons.
      Im currently working on a game of my own, which is very much in its early development, and given its an RTS city building MMO, its finding the right balance espcially as im making a ww1-2 realistic type environment, so you're not going to get the randomness in trees and foliage like you do in many games, where a balance in tree count can be measured and worked with. In my game, you are goign to have empty open feild based landscapes, but then you have hedgerows and woodlands, which can range into the hundred all squashed together, which as you can imagine will kill performance.
      Im currently doign trees at a poly count of 1500 poly's, using alpha maps but even at this detail, i'd love to find a way of stripping it back.