Editing the Trunk and Branches in ZBrush, 3D Coat, or similar
The fully textured leaf canopy 'fits' the trunk and branches. The trunk and branches can be sent to a sculpting program to make additional edits, especially creating normal maps oor displacement maps for the bark. Speaking of bark, bark can be painted on using Substance Painter or similar.
Wow wow and wow! Thanks for all this. A veritable wiki on trees :)
as an aside, have you tried replicating trees on the branch tips of another tree?
from memory you add a new shader on the tips of the mother tree branches and replicate on that shader
That is a good idea. I have tried replicatin branches on a tree I tried to model in the vertex modeler but not on one converted from the plant modeler. Thanks for the suggestion. Worth some more experimentation.
Wow wow and wow! Thanks for all this. A veritable wiki on trees :)
as an aside, have you tried replicating trees on the branch tips of another tree?
from memory you add a new shader on the tips of the mother tree branches and replicate on that shader
That is a good idea. I have tried replicatin branches on a tree I tried to model in the vertex modeler but not on one converted from the plant modeler. Thanks for the suggestion. Worth some more experimentation.
look forward to the results , wasnt my idea, many years ago someone was developing the idea as a commercial product for carrarar , never saw the light if day i think, and the user dissappeared . He used to do nice car renders , worked commercially with 3d too i think, had a sleek user name that i cant recall !
Dug this old model out of my pile of models. It is mostly spline objects. It was made for a monthly challenge. Trying to break through some minor lack of creativity. This robot needs a project.
Some more leaf experiments. Here is an idea to have two leaves per Carrara leaf, each at different angles so at least one shows up in any camera angle. Hope you can see the uvmap in the pic with the mesh. I can't share this leaf because I got these particular oak leaves from the web for proof of concept. If I get OK results with this approach then I will share when I use some reference leaves I took myself.
Halloween season. Decided to model a carved pumpkin. Started with a sphere and used booleans, which I usually try to avoid. Then relied on trangulate > N and the smoothing subdivide to get back to quads. In hindsight, I did not have enough vertical sides for the pumpkin but I think the expression turned out OK. The shaders are all procedural.
Thanks, Wendy and Stezza. For the booleans, i used the front orthoganal camera and drew on the back drawing plane. I drew the shape I wanted to cutout using the polyline tool. I extruded the polyline to get a mesh for the boolean tool instead of trying to mess with the cut tool. To make the cap fit, I saved a copy after I extruded the polyline but before I applied the boolean. I then did the boolean twice, once for the main pumpkin and once for the cap.
Thanks, Wendy and Stezza. For the booleans, i used the front orthoganal camera and drew on the back drawing plane. I drew the shape I wanted to cutout using the polyline tool. I extruded the polyline to get a mesh for the boolean tool instead of trying to mess with the cut tool. To make the cap fit, I saved a copy after I extruded the polyline but before I applied the boolean. I then did the boolean twice, once for the main pumpkin and once for the cap.
nice work and thanks for the detailed explication :)
Comments
Load the texture maps to the custom leaf grid.
Save the custom grid leaf to the custom leaf browser folder.
Tree - Time to add the leaf to a tree.
Start a new medium scene.
Insert the default tree.
Go to leaf tab.
Select the default leaf.
Click remove. The branch should have no leaves in the preview.
Click Add - the custom folder should be included in the menu, in my case Dio Leaves.
Choose the saved leaf grid and accept the option for including the shader.
Default Tree with Custom Leaf - Test render
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you can use Philemo's cutouts to make leaves and plants of course too
some great resources here https://www.heritagetype.com/pages/free-vintage-illustrations
and here is one of my photos of a foxglove
OBJs for Export
Save the tree to the custom plant preset folder.
Start a new scene. Load the custom plant from the preset folder.
Use the Assemble Room Edit Menu to convert to another modeler, in this case vertex model.
Enter the vertex modeler and select all.
Untriangulate the model.
Return to Assemble room and duplicate.
Choose the first and enter the vertex modeler. Do not edit the master; instead, choose create a new master.
Select the by shading domain, choose the leaves, and delete.
Export the trunk/branches as an obj and use the Daz Studio preset
In assemble room, select the duplicated plant. Enter the vertex modeler. Create a new master.
Select the leaves. INVERT to select the trunk and branches. Delete.
Export the leaves as an OBJ using the Daz Stduio preset.
Test if Trunk and Leaves Fit Together in Daz Studio and if Leaves Texture Maps Correct
Start new Studio scene
Inport the trunk obj and use Carrara preset
Repeat for leaves obj
In surfaces tab, apply the IRAY uber shader to each obj
In surfaces tab, load the diffuse map in the leaf color channel
In the surfaces tab, load the alpha mask in the cutout opacity channel
In the main room confirm that the alphas of the leaves appear to be working.
Test render of leaves
NOTE - There is a standard Daz Studio Content system for folders. The texture maps would have to go to a runtime / textures folder.
Editing the Trunk and Branches in ZBrush, 3D Coat, or similar
The fully textured leaf canopy 'fits' the trunk and branches. The trunk and branches can be sent to a sculpting program to make additional edits, especially creating normal maps oor displacement maps for the bark. Speaking of bark, bark can be painted on using Substance Painter or similar.
Reserved for ZBrush or 3DCoat
Reserved for Substance Painter or similar
Reserved for Final Folder Structure and Test Loading in Daz Studio and Poser
That is a good idea. I have tried replicatin branches on a tree I tried to model in the vertex modeler but not on one converted from the plant modeler. Thanks for the suggestion. Worth some more experimentation.
Thank you very much for the resources. Excellent. Will experiment some more.
look forward to the results , wasnt my idea, many years ago someone was developing the idea as a commercial product for carrarar , never saw the light if day i think, and the user dissappeared . He used to do nice car renders , worked commercially with 3d too i think, had a sleek user name that i cant recall !
Here is a proof-of-concept for using a surface replicator with a Carrara plant modeler tree.
- I inserted a hybrid tree that I've used for other stuff and removed all the leaves, bark is a gray-ish color.
- I added a sphere colored red.
- I added a surface replicator and applied the sphere to the whole tree. Seems to work as expected.
- I then limited the surface replicator to only the 'branch2' domain.
- The spheres replicated only on the outer branches.
My initital thought is that replacing leaves with branches, etc, and applying to either the outer branches, branch 1 or trunk, is a viable option.
very nice work Diomede
Dug this old model out of my pile of models. It is mostly spline objects. It was made for a monthly challenge. Trying to break through some minor lack of creativity. This robot needs a project.
gee you must be old, that guy looks like Bruce Dern -
nice Bot too.
I used to do illustration Friday for inspiration - seek and yeah shall find
Not sure if this is it?
I used to be chomping at the bit to find out what the week's topic was. Then there was Monday Art day I think...
Welcome to Illustration Friday - The Art of Education University
Some more leaf experiments. Here is an idea to have two leaves per Carrara leaf, each at different angles so at least one shows up in any camera angle. Hope you can see the uvmap in the pic with the mesh. I can't share this leaf because I got these particular oak leaves from the web for proof of concept. If I get OK results with this approach then I will share when I use some reference leaves I took myself.
And here is a comparison of applying my custom dual leaf (oak leaf) to the Carrara content included oak leaf.
Looking good !!!
Nice solution! Always wished they implemented random leaf angles...
Halloween season. Decided to model a carved pumpkin. Started with a sphere and used booleans, which I usually try to avoid. Then relied on trangulate > N and the smoothing subdivide to get back to quads. In hindsight, I did not have enough vertical sides for the pumpkin but I think the expression turned out OK. The shaders are all procedural.
And the cap fits.
Souper
get it
that is one cool pumpkin...
my eldest granddaughter loves pumpkin soup...
how did you cut the top off?
Thanks, Wendy and Stezza. For the booleans, i used the front orthoganal camera and drew on the back drawing plane. I drew the shape I wanted to cutout using the polyline tool. I extruded the polyline to get a mesh for the boolean tool instead of trying to mess with the cut tool. To make the cap fit, I saved a copy after I extruded the polyline but before I applied the boolean. I then did the boolean twice, once for the main pumpkin and once for the cap.
nice work and thanks for the detailed explication :)
Here is what I am currently working on. A castaway island. Am having some hiccups along the way. For example, Carrara freezing up.