Author Topic: windblown trees  (Read 773 times)

Offline Dune

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windblown trees
« on: June 05, 2017, 12:56:03 PM »
I had another go at bending a pop of trees one way (wind), but can't seem to get it right. Tried almost everything, also transform shader set at world position. Does anyone have the perfect solution?
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Offline masonspappy

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Re: windblown trees
« Reply #1 on: June 05, 2017, 05:47:29 PM »
 Are these static images or are they Animated?
 I don't think I will be much help with animation, but I did some work with windblown three populations a couple of years ago and it was something of a pain. I had four basic Xfrog trees  and had to create 2-3 additional versions of each tree, each bending somewhat on the main trunk and bending more toward the very top of the tree. It also required two-sided leaves, with the underside a lighter green then the top sideand exposed  into the direction of the Blowing wind.   Then had to Sent the rotation parameter to confine rotation within a narrow range  that the wind was blowing in.

Offline zaxxon

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Re: windblown trees
« Reply #2 on: June 06, 2017, 04:43:44 AM »
A possible alternative would be to use the wind generator in Speedtree to set the extent of the effect, then export a short mesh sequence to Lightwave and select the single mesh you like for export back to TG. ST exports both MDD and FBX MC Format, I think LW works with MDD at least. FBX MC allows a single frame to be exported from ST per the Docs.

Offline Dune

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Re: windblown trees
« Reply #3 on: June 06, 2017, 06:35:40 AM »
Thanks guys, but that wouldn't solve my 'problem'. If you export a single bent tree, instances will still rotate and bend every direction. I want TG to bend a straight tree, and all its instances in the same direction. So, bend it not by its own axis, but globally. It would be a very welcome feature I suppose, as you can bend grasses by 'wind', etc.
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Online luvsmuzik

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Re: windblown trees
« Reply #4 on: June 06, 2017, 12:18:30 PM »
Don't you have to have the object rotation range zero zero before you apply those nodes for them to rotate evenly? The trees are doing what you want, but they are at random rotation, no?

Offline bobbystahr

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Re: windblown trees
« Reply #5 on: June 06, 2017, 01:42:15 PM »
what luvsmuzik wrote
something borrowed,
something Blue.
Ring out the Old.
Bring in the New

bobbystahr

Offline Dune

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Re: windblown trees
« Reply #6 on: June 06, 2017, 03:07:32 PM »
Yes, of course you can decrease rotation to say 60 and have them all blown in sort of one direction, but you miss the 'variety' of 360 rotated tree(s). I want them to rotate full, and then apply global mesh displacing in one direction. I'm sure Matt can think of some fancy code, one day  ::)
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Online luvsmuzik

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Re: windblown trees
« Reply #7 on: June 06, 2017, 06:46:10 PM »
You can make more populations by changing the origin rotation with individual trees also if you do not want cookie cutter looking tree farms. If you make a group object of say... three rotated (for variety) trees, set rotation zero-zero; then couldn't you then apply that rotation (wind-blown) to a population of the grouped object?

Offline KyL

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Re: windblown trees
« Reply #8 on: June 06, 2017, 11:28:44 PM »
I think what you're doing goes against the principle of geometry instancing itself: if you were to have trees with random rotations plus wind bending them in the same direction, it would mean that they basically all have a different shape.
My understanding of instancing is that the geometry of the object has to stay the same (same number/position of vertices)

What you are doing looks correct to me, it simply means that Terragen is applying the deformation before instancing the object and not after, which is what you are looking for.

I'm curious to hear about Matt's call on this too!

Offline Dune

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Re: windblown trees
« Reply #9 on: June 07, 2017, 06:52:43 AM »
Indeed.

@luvsmuzik: That's a way, yes, but you need three (or more) different trees with each a rotation of say 45 (for a bit more variation). I'd rather have it with one object, so it's more a testing of coding possibilities in TG. I just added a feature request in alpha.
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Offline paq

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Re: windblown trees
« Reply #10 on: June 07, 2017, 01:46:43 PM »
Hi Dune,

Well even if you manage to do the bending post instancing (so all instancing are bend in the same direction) , I'm afraid that just a bend will never look that great ... I mean, you need to manage branch stiffness and leaves orientation to get something convincing.
I do think too that it would be easier to export 10-20 seeds from a tree model with this wind feature  (speedtree / growfx can archive this very well).



Gameloft

Offline Dune

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Re: windblown trees
« Reply #11 on: June 07, 2017, 02:07:22 PM »
You may well be very right, but I'd go for a subtle effect anyway, perhaps most important being grass and cereal fields being blown one way by gusts of wind. Those objects are easy to manage.
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Offline bobbystahr

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Re: windblown trees
« Reply #12 on: June 07, 2017, 09:06:21 PM »
You may well be very right, but I'd go for a subtle effect anyway, perhaps most important being grass and cereal fields being blown one way by gusts of wind. Those objects are easy to manage.

The wind effect on cereal/grass fields I've noticed most in the prairies here is the rippling/wave motion that occurs in gusting winds...not in solid from 1 direction winds though.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New

bobbystahr

Offline Dune

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Re: windblown trees
« Reply #13 on: June 08, 2017, 06:06:30 AM »
Yes, but still you'd have to have a global way of bending them. I will keep thinking about this....
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Offline bobbystahr

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Re: windblown trees
« Reply #14 on: June 08, 2017, 07:19:53 AM »
Yes, but still you'd have to have a global way of bending them. I will keep thinking about this....

Indeed, but once you did you could mask it with an animated PF to do the ripple effect..sure would look cool.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New

bobbystahr