Creating a Realistic Forest in Blender using Billboards (low poly Planes with tree images)

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  • Опубликовано: 4 янв 2023
  • Learn how to use Blender's particle system to create a realistic forest environment quickly and easily. This tutorial will show you how to use billboards in 3D to reduce memory usage and how to adjust the various parameters to achieve the desired result in a short amount of time. With the tools provided, you'll be able to make stunning forest scenes in Blender while keeping memory usage to a minimum. #b3d
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Комментарии • 64

  • @ReclamationVI
    @ReclamationVI Год назад +50

    I actually needed this rn, in the middle of building a forest scene 🤣🤣🤣 appreciate the legit perfect timing!!!

  • @jim-wallace
    @jim-wallace Год назад +18

    You never cease to amaze me by the clarity of your teaching !
    So many others would have take 10 minutes or try to sell us another add-on👌🙏🙏🙏

  • @19CarlosGomez64
    @19CarlosGomez64 Год назад +2

    Thanks for explaining this technic in such a clear way!

  • @9b8ll
    @9b8ll Год назад +2

    This is brilliant. This is very useful for any billboards. Amazing vid as usual

  • @lassekalhauge4801
    @lassekalhauge4801 Год назад +1

    Great tutorial - thank you so much. Keep up the good work. Best regards from Denmark❤🇩🇰

  • @choo_choo_
    @choo_choo_ Год назад +11

    Billboards are great until you add so many that it tanks render time to the same degree than if you had used actual meshes. All of those alpha effects add up. Eevee can use clipped alpha which can mitigate things somewhat, but Cycles is going to chug hard no matter what, even more so if you turn your transparency bounces up. If you're looking at a forest from on high, it's fine, but if you look straight ahead at one it's gonna cause issues.

  • @im_Dafox
    @im_Dafox Год назад +3

    Thanks a bunch for that, was thinking of something similar for an upcoming project but this was much clearer and straightforward :]

  • @Velta_Nox
    @Velta_Nox Год назад +1

    Just like you saw in older games like MS-DOS, PS1 and more. Good nostalgia. :D

  • @johnjoeparrot
    @johnjoeparrot Год назад +3

    A playlist of Blender Secrets is amazing. I'm going to burn these into my brain

  • @shadowdemonaer
    @shadowdemonaer Год назад

    Bro this is literally so fantastic!!

  • @user-np5ox1qq6f
    @user-np5ox1qq6f Год назад +2

    Very cool. Thank you

  • @muuuuuud
    @muuuuuud Год назад +1

    Simple and to the point, i like it. Well done! :)

  • @DanielGrovePhoto
    @DanielGrovePhoto Год назад +13

    Love this technique! However if you don't want your trees to rotate like a gimble pointing towards the camera regardless of being stuck in the ground use Locked Track constraint with Z as Track Axis and Y as Locked axis.

    • @nuke2625
      @nuke2625 5 месяцев назад

      yes thank you. i was thinking how to do this.

  • @westernvisuals
    @westernvisuals Год назад +1

    Thank you for shairing

  • @kodiakbluefox6643
    @kodiakbluefox6643 Год назад +2

    Oh my god... you're just too good for this world :D

  • @WektorGH
    @WektorGH Год назад +1

    great, thanks!

  • @gorkskoal9315
    @gorkskoal9315 Год назад

    wiicked! this rocks! thank you!

  • @sahilsen
    @sahilsen Год назад +2

    This is amazing. Looking forward to trying it out for different things... And some normal map light tests!

    • @BlenderSecrets
      @BlenderSecrets  Год назад +3

      Oh yeah, you can totally combine this with Normal maps for great results. I should get on making a follow-up video about that...

  • @stylie473joker5
    @stylie473joker5 Год назад +1

    I actually learned something today ahahh thanks a lot

  • @ecstasy6913
    @ecstasy6913 Год назад +1

    wow thanks

  • @juanlucadapaixaosilva4048
    @juanlucadapaixaosilva4048 10 месяцев назад

    omg thank u VERY MUCH FOR THIS

  • @nic-ori
    @nic-ori Год назад +1

    Thanks.

  • @timkreutzkamp8519
    @timkreutzkamp8519 Год назад +7

    You can also use the Photoshop Tree Filter to easily create your tree planes 👍

  • @kinjoyokai367
    @kinjoyokai367 Год назад +1

    I would also be interested in that nice fog you showed (or is there already a tutorial?)

  • @TheUninstaller2000
    @TheUninstaller2000 Год назад +1

    thank-you (im leaving Thanks comments on everything because I was told it helps with the algorithm)

  • @pile333
    @pile333 Год назад +1

    Nice. Pretty like browser games method.
    Does it work also with the traditional multiple intersected images method? I guess it would be more ram consuming.

  • @willyra
    @willyra Год назад +1

    I need this thanks ...

  • @bigsky7617
    @bigsky7617 4 месяца назад +2

    Has something changed with 4.0? When I set up the particle system, the instances don't track to the camera as the original image plane does (tried with and without applying the constraint, and restarting Blender before making the particle system). With the instances selected, the ground plane is also selected, so if I add the constraint it also applies to the plane. Any ideas what I'm missing? Thank you!

  • @GinoZump
    @GinoZump 4 месяца назад +1

    if the particles don't rotate for you, use a geometry nodes setup and just plug the rotation of the tree into the rotation of the instance object.

  • @pepitoboi1001
    @pepitoboi1001 Год назад +1

    Is there a way to do this with geometry nodes or is it much harder?

  • @GinoZump
    @GinoZump 4 месяца назад +1

    I have a problem. The original tree follows the camera rotation just fine but the particles ignore the track constraint. They seem to only be reacting to the camera when you navigate inside of the mesh but not outside. Though even after recalculating normals, flipping them it also doesn't work.

  • @VValkyr
    @VValkyr Год назад +5

    Technically you could also generate a normal map for the trees, subdivide the plane a couple time, and add custom normals modifier with spheere around the plane as the source. Think they wouldnt look so flat then

  • @dcry1003
    @dcry1003 4 месяца назад

    would this also work with gscatter, like would each billboard scatter still have its modifier work?

  • @TylerDane
    @TylerDane Год назад +1

    Where do you get the tree pictures from though?

  • @hasanhuseyindincer5334
    @hasanhuseyindincer5334 Год назад +1

    👍👏

  • @caencfy4702
    @caencfy4702 10 месяцев назад

    Do this also apply to the grass?

  • @asgharalishakir3980
    @asgharalishakir3980 Год назад +1

    Sir I have question .Let's understand, I made a Human model and made his hands separately, his feet separately and his head separately and then I joined them with control j .And can there be any problem in rigging the model?

  • @EislenKenny
    @EislenKenny 4 месяца назад +1

    I can see my plane/png rotates but the my camera is not rotating/looking at the plane, what am I doing wrong?

  • @gokulsarma2648
    @gokulsarma2648 Год назад +1

    You should've uploaded this a week ago.
    U weren't there when I needed you...... 😭😭😭😭.
    JK...Also Thanks bro... 😁

  • @Manveer_Dhindsa
    @Manveer_Dhindsa 9 месяцев назад

    i set the origin of the planes to the bottom but they still show up in the middle of my ground plane

  • @DanielSMatthews
    @DanielSMatthews Год назад +2

    Can you add a second tree that always orients toward the sun light and only casts a shadow but is otherwise not rendered? And if you do that you set the visible camera facing tree to not cast a shadow?

    • @darrennew8211
      @darrennew8211 Год назад

      ruclips.net/video/BtUS8QTsVZA/видео.html tells you how to make it react to light and cast proper shadows and etc.

    • @DanielSMatthews
      @DanielSMatthews Год назад

      @@darrennew8211 Thanks!

  • @ankitanimationstudio
    @ankitanimationstudio Год назад +2

    I want to create a youtube channel like you

  • @EmaSans-tu5eg
    @EmaSans-tu5eg 8 месяцев назад

    I need always a image with black background ?

    • @ThisIsDownstate
      @ThisIsDownstate 8 месяцев назад

      you need a png image because it can have a transparent background.

  • @CameronKiesser
    @CameronKiesser Год назад

    I wouldn't say this is realistic at all, but it's a good quick and dirty method and the best methods for many things are quick and dirty.

    • @AlexisRivera3D
      @AlexisRivera3D Год назад +2

      I think this works well for background (far away)

    • @CameronKiesser
      @CameronKiesser Год назад

      @@AlexisRivera3D Considering the size of screen and resolution, it might have to be really far away.

  • @aundbmusik
    @aundbmusik 9 месяцев назад +2

    My trees are in the right position until I press object rotation. They are rotated for 90 degrees and lay on the ground but move with Camera, although i setted the origin of the image to the bottom 😢

    • @Fe.2024
      @Fe.2024 9 месяцев назад +4

      i found it:
      go to particle properties, check advanced, enable rotation option and set orientation axis to "none"
      hope this fix.

    • @aundbmusik
      @aundbmusik 9 месяцев назад

      Fixed the same way 😀@@Fe.2024

    • @ipzee3748
      @ipzee3748 6 месяцев назад

      Thanks, been trying to figure it out for an hour

  • @darrennew8211
    @darrennew8211 Год назад +3

    And if you want something that reacts correctly to light and casts shadows, it's not a whole lot harder: ruclips.net/video/BtUS8QTsVZA/видео.html

  • @SkSafowan
    @SkSafowan Год назад +2

    But how to make those realistic those looks vary fake

  • @HARDstone3d
    @HARDstone3d Год назад +1

    Particle system? Hair? Not super awesome Geo Nodes? Why?

  • @nlas6878
    @nlas6878 20 дней назад

    NOT WORKING

  • @NigraXXL
    @NigraXXL Год назад

    Oof, mate. This is a nice trick to pass a quick scene with some trees in it, but in an era where Nanite is making high complexity models viewable in real time without LODs or without using billboards, it's a tough pill to swallow...

    • @choo_choo_
      @choo_choo_ Год назад

      Nanite is essentially just adaptive subdivision. That's about it. It's not groundbreaking tech. It's been in most softwares for a while, it's just now being added to real-time game engines. It's still not a magic bullet to reducing scene complexity.