@@mohamedabelaziz6239 Basicaly youll need a tree model that have created from a tool that allow model export to objects elements and retain the pivot (grow point from previous branches). I tried this before with GrowFX in 3ds max but the heavy trees like broad leaves are impossible to export, only those simple models. After this the model will need a set of UV to store the Pivot data, this can be handle by the plugin, they will create a new UVW set, render a texture map that contain the data of the pivot location. Youll se the textures from those sample file, its kinda looks like pixelated extreme normal map. Best bet is using Houdini or Speedtree in my opinion :).
@@mohamedabelaziz6239 I've been strugling with this for a few weeks now. The closest explanation I found is from this guy: ruclips.net/video/rpD2cnW9NLw/видео.html he has 2 videos about it, but I am not very familiar with 3ds max and haven't been able to do much. Hope it works for you. If you did a full tutorial for an actual tree believe you would be the first one.
WE NEED MORE TUTORIAL LIKE THESE😍😍😍😍
@@Mavisuals44 thank you😊
we need more!! new subscriber bro ❤
Very nice explanation
@@waleedmahmoud-z8s thank you ❤️
Keep going baby ❤❤
@@mahawafy7977 thank you my love ❤️
Cool tutorial but isn't the copy thing (like you did in curtain) count in the performance of a game for example ?
@@zatlanibrahim5438 yes, you can edit the material until you get the best settings and best performance
@@zatlanibrahim5438 I use this for archviz animation not for games so it helps alot
No, it's wrong! PivotPainter method needs a pivotPainter texture per model, which you create with the pivotPainter plugin for 3dsmax.
@@UEArchvizTools can you tell me more about it and what is the right way?
@@mohamedabelaziz6239 Basicaly youll need a tree model that have created from a tool that allow model export to objects elements and retain the pivot (grow point from previous branches). I tried this before with GrowFX in 3ds max but the heavy trees like broad leaves are impossible to export, only those simple models. After this the model will need a set of UV to store the Pivot data, this can be handle by the plugin, they will create a new UVW set, render a texture map that contain the data of the pivot location. Youll se the textures from those sample file, its kinda looks like pixelated extreme normal map. Best bet is using Houdini or Speedtree in my opinion :).
@@mohamedabelaziz6239 I've been strugling with this for a few weeks now. The closest explanation I found is from this guy: ruclips.net/video/rpD2cnW9NLw/видео.html he has 2 videos about it, but I am not very familiar with 3ds max and haven't been able to do much. Hope it works for you. If you did a full tutorial for an actual tree believe you would be the first one.
Will this work in 5.4? The megascan trees broke in the update.. so looking for other ways of moving foliage
@@Kale_116 try the first method
@@Kale_116 it is not so realistic but it is better than static trees
@mohamedabelaziz6239 thx for the reply I will :]
@mohamedabelaziz6239 thanks again for making this... it was a much needed piece of knowledge. Solid tutorial too
@@Kale_116 you are welcome bro ❤️