SpeedTree - Quick Grass
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- Опубліковано 27 чер 2024
- Hi there !
Another day another tips !
Quick way to create grass animation using Speedtree, it will helps bring life into your 3D environments.
At the end just hit the export buttons, set your timerange, usually 7 to 10 secs is enough. Then export as Fbx with caches or Abc alembic.
Thanks for watching and stay tuned for more !
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-- TIMESTAMPS --
00:00 Intro
00:45 Starting with the wind setup
02:14 Building the geo
10:45 Material
14:10 Add forces
16:40 finalize
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Damn... It talks! :D
Nice to finally see that you record tutorial with voiceover and perfect timing as i have been diving into speedtree lately ;)
Hahaha, needed time to get ride of some of the french accent there :)
Thank you for Tutorial! 강의 잘 들었습니다! :)
You're welcome!
thank you so much. you explained it very easy to understand for a beginner
Thanks for your comment! Very appreciated
At 11:00, if I understand the question correctly, I think you're looking for "blade" of grass, sir. It attaches to the "sheath," which it the structural part that actually grows out of the ground - but unless you're telling a story from the point of view of an ant, that's probably more information than called for in 3D! Excellent tutorial - thank you very much.
Thanks so much!
分かりやすかったです
Amazing lesson
Glad you like it !
Welcome back! Please remember about the Thunderstorm tutorial, it was fantastic and it'd be great if you could continue it, with the postproduction phase etc. :)
Thanks! I will add it to my list :)
@@DamSchool Thank you!
Thanks for the lesson. Is it possible to change texture for some parts of steams? Or it's always one material for all the copies of trunks+fronds?
It is one material per fronds, but for that I would just reduce the amount, duplicate the node, and apply a different shader on the new one.
Thetips at the end of the video are really cool
But if i import that into unreal engine 5, will i have wind setup ? how does it works? can i do some color variation? how about optimization? Will i be able to paint a huge terrain with this grass?
Cool, tnx you)))
You're welcome!
When you say to export the grass textures in Quixel and to "crop" them, would you mind elaborating on that? I got this far but am having some major issues with all of the blades of grass showing on on the fronds, so I'm assuming it has something to do with the cropping aspect but I'm not sure what you mean by that. This tutorial regardless is extremely helpful, thank you for posting it.
It doesn't need to be quixel but the goal here is to have a simple sets of texture when albedo, match the opacity, etc, from the size and aspect ratio.
Basically it will help speedtree having your albedo with proper opacity, proper roughness and normal maps. Speedtree comes with some preset textures you can try to see if it's a cropping issue. I believe they are in the samples folder in your speed tree installation. The advantage of picking speedtree is that when you'll pick your first albedo he is gonna detect other texture and ask you to creat the shader for you, clic yes and check the result. Keep me posted
Ok, so I'm pretty much at the end and I encountered a big problem - the wind looks nothing like the one you show here. I'm working on 9.4 but I suspect it's not that different from the version you're using, and can't for the life of me get the wind effect you have here, with those beautiful individually animated strands. Mine either go absolutely insane or bend uniformly, like one mesh. Any ideas what am I doing wrong?
It could be from a multiple things but First, did you set the wind properly like in the video? Make sure you are set in grass and not tree in the wind property
2) Making sure you use multiple trunks as grass blades so they should move individually.
3) When you apply a force with a randomize, does it affect all the blades or only some? it could be a test to see how things react.
@@DamSchool I kinda got it going, but not nearly as good looking as you have it. It looks very bendy and displace'y, not at all as realistic as in your case. All the steps you mentioned are there, did you do anything specific to the wind in the settings? Like with the splines etc? Because I don't seem to get the same effect just from selecting Grass in the wind wizard. There are differences in the 9.4 interface, though, some options vary in places, some have more settings etc. This is my first day with Speedtree though (I'm very experienced in Blender and other graphic software) so I suspect I'll make it work eventually.
@@VMP666 I will have to take a look at the newest SpeedTree, Did you try opening one of their tree or foliage template and see how it react? The only thing I did was playing with the Turbulence and Bending curve in the wind. And in the blade of the foliage Force using a randomizer with the +/- buttons so it create slight variations.
If you're struggling we can exchange email at some point and we can check together.
@@DamSchool that would be neat! I'll try and work it out, if I hit a wall I'll get back to you. Their templates and examples work fine. Now if Soeedtree wind in .st9 worked with Unreal 5.2 Foliage....
@@VMP666 It should, I used it not too long ago and it worked, keep me posted and good luck!
How would you go about lowering the polycount though? If I inted to export it for a game engine, can I do something about that?
The polycount is quite low, the importance in your case you be either to use it in Nanite meshes, OR to do multiples LOD based on distance view. Like a planar type of grass for farback view with opacity maps
There's just little points on my spline,which makes the grass looks really fake, and I found no where to adjust the number of the point . Is it because I'm using the meter unit?
oh I GOT IT. I can change the length-absolute in Segments
@@wuchenghaiSAMA Yes, sorry I saw your message late. It is in the Segments of the length. Don't need to add too much. Enjoy!
I learned a lot but that's one expensive grass.
And how convenient is it to get this to 3ds max and still keep the animation?
Export with Usd or Alembic, it's pretty easy and convenient . Depending on the scatter soft you will use, you can then just offset the timeline of each
this tutorial is okayish mdr
I'm having a weird problem where my fronds aren't following the bones of the trunk.
SpeedTree also says that the height of my trunk is 1.3m as it is accounting for the polygons even after I disabled them.
How can I fix this?
Did you make sure in your node that the fronds are after the trunk and liked to them ? Are your bones disabled or hided ?
The size doesn't really matter as you can always scale down later on in your 3d app. But normally to get a proper size you have to be cautious and set your Spine length correctly. Around 0.10 to 0.20 is a proper height.
@@DamSchool I was able to get it to work but not fix the problem.
The fronds are linked to the trunk. The bones are the only part of the trunk enabled.
I found the problem to be when I changed the starting rotation of the trunks, the side parts would angle up adding total height.
Thanks for the help, it worked really well!
"Strands" or "blades" ;)
Hahaha thanks! My gardening skills just upgraded :D
give the source of grass please
too heavy for game performance
You can replace those frond with bigger ones, and a more dense and fluffly opacity map.