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You should make some icon or something that you can press to get back into the sxript on trees you have already made and crossed down the window, Maybey id excist i havent atleast seen any, and you should make the leafes to become refrences of the mesh you select and not copys so the leafes changes when you change the original obect.
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, polygon,
531 Posts,
Join Date Jan 2010,
Location Sweden
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Thanks a lot for sharing!!
Will play around with it later today and get back to you if I have any suggestions etc
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, triangle,
250 Posts,
Join Date Sep 2007,
Location Stockholm, Sweden
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What about a 'Random Button' for each parts?
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, vertex,
30 Posts,
Join Date May 2010,
Location Mülheim/Ruhr - Germany
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played a bit adding some keys, however the script does not respond id like it to. cant find in curve editor keys i made.
@edit: kk found it  but have no idea how to make the spline (trunk) act less randomly between my keys. Does it make any sense?
@edit:edit: heh, found that one as well, seed in the shape stack  works just fine 
Last edited by Juzwa; 01-16-2012 at 01:11 PM..
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, null,
7 Posts,
Join Date Jan 2011,
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I'm really enjoying working with this. If by any chance you're compiling a wishlist of additional features, I'd totally love to see the following:
--presets for types of trees (i.e. pine like, full deciduous)
--the ability to save out a configuration so you can pull it up later
--the ability to add sub-branches to the branches
So far love it, haven't had any chugging problems. It's been very easy to get a good base mesh with ability to customize further, and in general I can see this as a permanent addition to my workflow. Thanks!
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, null,
1 Posts,
Join Date Jan 2012,
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EDIT: SOLVED...  I didn't realise that you were to create a seperate mesh for leaves, thought it also generated them not only constraining them. Good tool though!..and (now) easy!
I don't know if it's a bug but I can't create leaves for my trees, I've looked at the video but it's not clear. I first generated the tree, then I presume you select the branches and then 'add selection', then told I can't add leaves from the active tree... I've tried a few other things but I can't seem to any leaves on my trees!.. I've also changed the pivot points as said on the first page but no difference
Last edited by Gooner442; 01-17-2012 at 08:58 AM..
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, spline,
125 Posts,
Join Date Apr 2010,
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This script works great!
Would it be possible to easily replace the trunk and main branches meshes? Just a button to select a trunk mesh and a main branches mesh?
The number of segments should be separate for the "guide splines" and the tree trunk/branches mesh. That way you can have an evenly subdivided mesh but still have the angles (not the gradual round curves) that a tree has in it's trunk and branches.
Last edited by OccultMonk; 01-22-2012 at 03:25 AM..
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, line,
56 Posts,
Join Date Aug 2011,
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Awesome. I was creating the same tool some days ago for my new scene xD So... I feel a mix of happyness and dissapointment xD Weird feeling indeed 
All I can say, is that its perfect.
I have a request, what about a bit of fractal idea?. Branches in branches...
Also, an optimization, less segments in the upper branches, based o size.
Ill post my results soon.
Thanks for this!
Last edited by leviatan1001; 02-08-2012 at 11:04 AM..
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, null,
20 Posts,
Join Date Mar 2011,
Location Madrid
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Wow, I just used this to make a pretty sweet tree! Thanks so much!!! <3
Just a suggestion (because I like the look of those crazy trees in New Zealand), but you should add in a roots section too. Like a check box to have roots, and then options to make them curly and crazy too (:
o_o
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, null,
6 Posts,
Join Date Jan 2011,
Location Pittsburgh
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Hey Ryan, I've been using this for a couple of days and I'm really loving it! It does seem to me to lack a few features that would make it much easier to use and less... um, 'frustrating' in places!
- My biggest issue is that once you start tweaking and moving splines around, if you touch any of the treegen settings, the tree will 'reset' itself and you will loose your changes. This came up a couple of times when I was moving branches and then found I needed to tweak the leaf settings after the fact. A solution I would propose would be a 'lock/unlock' checkbox for Trunk Branches and Leaves. You use the branch controls and then check 'lock'. now when you twiddle with the leaf controls treegen only affects the leaves and the branches don't flicker about or reset.
- This leads me to the +/- spinners on some options. When you have a variation value plugged in, while you scale other options the branches or leaves will 'flicker' furiously between variations and this makes it hard to see what you are trying to do or what effect another spinner is having. At the moment I leave the +/- spinners blank until the very end, but it would be nice if I could just check them off while I adjust something else instead of having to reset them to 0 and then finding the right number later.
- Lastly, I would be nice to be able to adjust the curve of the branch lengths as they go up the tree. At the moment the bottom-most two branches tend to be very long, and I find the upper branches too short. I just end up tweaking the splines later.
Sorry for the wall of text! I hope it makes sense, and sounds reasonable. Other features other people have already mentioned; the ability to save presets, fractal branches. I love the plugin, thanks for all the work you've put into it!
edit: oh, it would be nice if it warned you before you exit if you havn't baked the tree yet!
Last edited by fearian; 02-15-2012 at 05:00 PM..
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, dedicated polycounter,
1,610 Posts,
Join Date Oct 2008,
Location UK
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Hey Ryan, great tool 
Is there any chance that you update this tool with some nice improvements that were suggested here in the topic? 
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, line,
72 Posts,
Join Date Mar 2010,
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Looks awesome! Make it for maya to!
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, polygon,
508 Posts,
Join Date Feb 2012,
Location Australia
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i've been dreaming about a script like this. and they say dreams don't come true. thank you man!
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, triangle,
277 Posts,
Join Date May 2012,
Location Athens, Greece
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that looks really good. have to check this out!
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, polycounter,
982 Posts,
Join Date Feb 2006,
Location Aachen, Germany
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Wow pretty nice tool.
Yeah the normal align suggestion is great idea,
Better Default Object Naming!:
Object Name system by user. (Can give basename+basenumber for the bake, then Under-slash, then part(if its trunk branch or leaf) then a number again. in this way its easier to work with.
You could chose if u want Random object color or you can specify one for branches, trunks and leafs separately. Or by leaf versions.
Drag and drop material choosing. (Improves interface speed)
Secondary branches with secondary leaves. More details cuter closeup trees.
A 'remember' modifier on tree trunk or tree helper(or instanced on all objects). It has 2 list of scene object, where you can easily select the leaves or branches of the selected tree by name.
Also it could also contain some option settings like a noise phase parameter for wind etc...
also if the light comes from above the cheats of the tree are pretty visible, you should do something with the secondary branches, or some special features to put some planes from above or something...
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, null,
1 Posts,
Join Date Feb 2012,
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I've just given it a quick try again and sorely miss some controls that are more common in Tree[d] for instance... being able to change the 'roundness' of the tree (how fast the top branches shrink vs lower ones)
I also got in some trouble trying to collapse the tree after I'd closed the dialogue box for it (it shouldn't let you close it till you've baked it?)
All in I could see myself using this if it had a few more controls. Spline management that allows you to save edited paths would be nice... so you can kinda skip forward and backward through the build process. Right now it's very lossy and you have to work forward in a specific fashion, and ending with a bake is almost essential without having headaches later trying to export/collapse the mesh.
For free though this is amazing. Set your workflow, plan things before building, and it seems to work nicely indeed!
Did anyone see that university project where someone filmed trees and a computer algorithm generated trees with the correct skeleton of branches etc? It looked very powerful.
Maybe only a few more years and we can just film some footage of trees we like and feed some coefficients into a vert/pixel shader  ;)
Dave
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, line,
60 Posts,
Join Date Aug 2011,
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Ok I've been playing with this a bit more.
I'm curious how people approach LOD's.
Do you render out a version of the tree with normals/alpha etc so it's a 2d plane, and place it after say 200m?
Do you do this for clumps of trees so they are one batch?
Just wondering how to optimise when you use this approach manually.
Current thoughts are to use one atlas for a whole bunch of trees, then I can bunch a whole clump of trees (maybe 20) into one batch.
Then I can have a few 2d plane or X trees as LOD models with appropriate textures on them.
Thinking it'd be interesting to put these textures in the mipmap channels of the DDS so I save on memory in RAM, since up close we see the poly tree and high-end mip, on distant trees we will only ever see the mip, so use mips for those trees?
Main stumbling block I can see is that depending on viewing angle the pop from 3D to 2D imposter will be obvious to the viewer...
Has anyone implemented a shader to blend between the LOD models like SpeedTree does?
Hmmm
Thanks
Dave
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, line,
60 Posts,
Join Date Aug 2011,
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This looks very useful! Thanks
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, null,
24 Posts,
Join Date Oct 2012,
Location UK
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Have you any trick to create LOD and billboard from generated 3d TreeGen?
Thanks
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, null,
5 Posts,
Join Date Feb 2013,
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