I don't really have time at the moment, but this thread has been so interesting, and now I have a machine with a pretty stout GPU setup (and lots of free space), I figured I'd at the very least install it
WELCOME TO A WORLD OF HAPPY FUN TIMES!
Since you're kinda new to the scene, I might ask you to try out my tree generator. I want to know how relatively intuitive it is. This is how it looks these days, with my stylized leaves on it.
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Instead of dodging and burning the hell out of the entire image by hand, I'd suggest using a Levels adjustment layer over it, tweak the sliders until they're capturing only the points that are showing any spikes on the histogram, then slap a Hue/Saturation/Value adjustment underneath the levels filter, and tweak the colors to taste. You'll end up with something like this...
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Making levels adjustments boil away the dead color space in your image, giving you more saturated, balanced results. It's something you should do with every albedo texture you have in your scene (with some tweaks to taste, of course.)
I found a spline tree in conjunction with a Procedural Forest pack that is animated and you can create a large gnarly tree, with substantial horizontal branches at the low end, that reach out. I’ll post an image. Once you get get animation working, I’ll be interested in migrating it to UE.And speaking of trees, I've done a TON of work on my GeoTrees recently, and have reached a point where they're fairly realistic, and can be exported out to an external engine like UE without any problems. The only downside is that they don't animate yet, but hopefully soon, that won't be a problem anymore.
You can find them here. Version 0.675 is the latest version.
GeoTree: Procedural Trees in Geometry Nodes
It’s a little problem I’ve had to deal with since day one, and it’s either rereared it’s head with the addition of Stick Power, or I’ve just noticed again. I’m once again facing down the usual overgrown offshoots at the extremities of the trees, and I can’t seem to fix it without overly...blenderartists.org
If you have any questions about it, feel free to ask either here or over at BA.
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I’ve discovered that just darkening the texture is not making a substantial difference in the scene, which means to me there is something going on in the material I don’t understand. I’m working on it. Some of these materials are mind bogglingly complex.
I’ll try that.Your roughness map can wash out your textures, depending on the lighting. Try removing it from the material graph, and see how it looks.
Been working on a big tree...
Been working on a big tree:
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Rough image
I mentioned a Nature Procedural Pack, that includes a tree toot spline and a tree branch spline. It's pretty incredible. The main trunks of the tree are actually highly flexible tree roots. The very flexible branches are attached to these.
The key here will be the appearance of the finished tree around the crown.When I look at real trees of this size they have a lot of branches at the top, so I’m trying to keep it relatively simple but still look good.Looking damn good!
The key here will be the appearance of the finished tree around the crown.When I look at real trees of this size they have a lot of branches at the top, so I’m trying to keep it relatively simple but still look good.
My goal is to thin those leaves out, because I don’t want the darkness and it probably will help fps. And yes the bark looks nice, prol a high poly count…in the project I pulled this from, the authors trees were not nearly as conplex as this.Just by looking at it, I can tell that the mesh being generated by the splines probably has a sky high poly count.
And you're probably getting a lot of transparency overdraw in the thickest bunch of the leaves.
And yes the bark looks nice, prol a high poly count…in the project I pulled this from, the authors trees were not nearly as conplex as this.
I've decided that although this tree has a nice fat trunk, the leaves seem kind of cartoonish and I don't think it will fit in with with the rest of the foliage I'm using. Besides, the limbs tend to spawn in haphazard ways, and although I've substantially lowered the spline count, it still takes a big chunk out of my fps.That's resolution. You can get an idea of the poly count by looking at how smoothly curved all your limbs are.
Post up a shot of your wireframe. That'll tell me if it's due to that.
Thanks!I just want to say as someone who doesn’t do 3D modeling himself and checks in to read this thread every once in awhile, it is both an informative, interesting thread and really cool to see the progress of your projects!
More to come!
What have you been working on lately?
This looks like it has potential:You really should consider renting Speedtree for a month or two, or at least buying one of their trees off their site. It isn't terribly difficult to use, and can make just about any tree imaginable. A couple of tutorials, and you'll be running.
Search Results for “oak” – SpeedTree
store.speedtree.com
I've been playing around with shaders, trying to get a stark graphic novel look, a'la Mike Mignola. I'd say I've come close to succeeding.
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