Great tutorial. For the "magnetic effect" you have at the end, I solve it this way: -Add a tyselect, (no softselection), will select only if inside the wall. -Add a second tyselect calling the first selection, and set to softselect. This way the softselection will only kick in if the plant is inside the wall, not before. For the problem after the noise, you can add a second tyconform to push elements inside the wall, you can make that the conform only operates on a specific direction.
For first, you can add Vol.Select without soft selection. Then, Add Edit Poly and set as Use Stack Selection and set soft selection in there. For Noise, you can Vol.select verts inside wall and conform again. Also since it is a wall.. you can just use a direction instead of closest point. Closest Point is ok for small amount of verts. But, generally it is the most expensive method,
This is really smart way of doing it ., thanks for sharing ! I've tried using tyselect and tyconform and I was able to get pretty decent result without the mentioned issues , some leaves will go up and some will go down depends on their initial shape and the offset under tyconform modifier will work correctly to fix the noise and intersection issue i've duplicated the the setup ( tyselct + tyconform) above the noise with lower soft selection distance to only affect the newly intersected polygons. I've done some plants and tree simulation in other projects where I've used tyflow with birth skeleton and and PhysX to get proper collision and wind motion, but for simple Archviz stills I think the conform method will be good enough and faster to setup
Hi! Can you explain step by step how you do this? I've tried but I couldn't go through the ty select... It selected every vertex... I dindt find the settings of volume...
Offset in Conform is pre-offset for the source vertex. Not offset the result from conform surface. It is meant to avoid the source being on the exact same surface to conform.
It was very smart actually and you show how much we can do even with old modifiers. It's already good to go method if you are not shooting very closeup shot of the plant.
ahhhhh this is such a cool idea, I had an idea like this awhile ago but it involved taking existing plant models and creating variations with tyflow running it through different sims to get different shapes. Honestly the same idea can sorta be applied with your method, take a plant you love (or a model of a plant everyone uses) and use different setups like this to vary up the shapes. Good luck in your journey my best advice is to check out some of the tyflow modifiers that come with tyflow, if my memory is correct the conform tool has some more features.
great video... i'm a little late here, hahaha. But in real life... indoor plants use to be a little bit far from wall... but for small trees in outdoor, close to a wall, this technique is perfect. Thanks a lot for this Video and your time to do that!
you could try xform for offsetting the leaves from the wall, another trick would be to drop an edit poly after the vol select and limiting the soft selection with certain amount of edges to avoid using the pinch
cool hack with the melt!! regarding the offset problem, my dirty solution would be to create an invisible collision mesh, which is a clone of the wall mesh but with an offset (pushed out 2 mm or so.. until there are no more intersections visible.)
@@RenderRam i was goin' to suggest the collapse trick XD Sometimes the easiest solution it's the hardest to remember. Obviously when you're fully ok with the bending. But an editpoly seems way smarter since you can fine tune even after.
Great Idea. 3dsMax has a lot of tools that have never been updated. I feel you could have an invisible frame around the plant which should interact with colliding object and passing on the conform to the plant. Let me see the file.
Agree. But if your collision object is a flat surface the rest of the large wall does not matter. What you need is a collision mesh with bones. But if it is for a still render your current approach looks just fine. In Real life if the plant was too close to a wall you would probably move it. :) @@RenderRam
Wow, such a good idea! You can just apply an edit poly modifier and move the plant away 0.5-1.0cm from the wall and no one will notice unless you render a closeup shot which is rare since plants are often used only for decoration.
Well look instead of using the Offset which does this weird behaviour I used FFD2x2x2 to have a better control for the final results and I think it worked pretty well.
Great tutorial. For the "magnetic effect" you have at the end, I solve it this way:
-Add a tyselect, (no softselection), will select only if inside the wall.
-Add a second tyselect calling the first selection, and set to softselect.
This way the softselection will only kick in if the plant is inside the wall, not before.
For the problem after the noise, you can add a second tyconform to push elements inside the wall, you can make that the conform only operates on a specific direction.
Thank you, I’ll try adding these, seems that Ty stuff fixes a LOT of problems! ❤
@@changsooeun oh damn, will try that out!
Thanks Changsoo!
Next should be curtains and radiators)
For first, you can add Vol.Select without soft selection. Then, Add Edit Poly and set as Use Stack Selection and set soft selection in there.
For Noise, you can Vol.select verts inside wall and conform again.
Also since it is a wall.. you can just use a direction instead of closest point. Closest Point is ok for small amount of verts. But, generally it is the most expensive method,
Golden info!!! Will try that out!
This is really smart way of doing it ., thanks for sharing !
I've tried using tyselect and tyconform and I was able to get pretty decent result without the mentioned issues , some leaves will go up and some will go down depends on their initial shape and the offset under tyconform modifier will work correctly
to fix the noise and intersection issue i've duplicated the the setup ( tyselct + tyconform) above the noise with lower soft selection distance to only affect the newly intersected polygons.
I've done some plants and tree simulation in other projects where I've used tyflow with birth skeleton and and PhysX to get proper collision and wind motion, but for simple Archviz stills I think the conform method will be good enough and faster to setup
Hi! Can you explain step by step how you do this? I've tried but I couldn't go through the ty select... It selected every vertex... I dindt find the settings of volume...
This is genius. Making the most out of new features.
Offset in Conform is pre-offset for the source vertex. Not offset the result from conform surface. It is meant to avoid the source being on the exact same surface to conform.
Oook that makes much more sense now!
It was very smart actually and you show how much we can do even with old modifiers. It's already good to go method if you are not shooting very closeup shot of the plant.
You can use push modifier after conform to offset the leaves from wall. Not sure but to bend some of the leaves up, twist mod could be used...
ahhhhh this is such a cool idea, I had an idea like this awhile ago but it involved taking existing plant models and creating variations with tyflow running it through different sims to get different shapes. Honestly the same idea can sorta be applied with your method, take a plant you love (or a model of a plant everyone uses) and use different setups like this to vary up the shapes. Good luck in your journey my best advice is to check out some of the tyflow modifiers that come with tyflow, if my memory is correct the conform tool has some more features.
New conform is a beast, i was planning to do this too, thank god you did 😂❤
Great tut as always.
hello! nice tutorial! do you think I can also do this in 3ds max 2023?
Definitely usefull. It may not be perfect but gets the job done. 👏
Another fantastic video ❤ Hope to see a follow up with community ideas later down the road :)
great new video, vjeko!
great video... i'm a little late here, hahaha. But in real life... indoor plants use to be a little bit far from wall... but for small trees in outdoor, close to a wall, this technique is perfect. Thanks a lot for this Video and your time to do that!
you could try xform for offsetting the leaves from the wall, another trick would be to drop an edit poly after the vol select and limiting the soft selection with certain amount of edges to avoid using the pinch
cool hack with the melt!! regarding the offset problem, my dirty solution would be to create an invisible collision mesh, which is a clone of the wall mesh but with an offset (pushed out 2 mm or so.. until there are no more intersections visible.)
ha yea, or just toss Edit Poly above and move the plant away
nice trick...
Ah cool idea! Nice one Vjjeko, cheers
Fantastic tutorial. Thanks
Dude this is sick!
This is brilliant, Thanks! ❤
Wow, thank you!! ❤️❤️
@@RenderRam the least I can do 🙏
great 10x for sharing :)
Great job, I love the results. I don´t mind the offset, I would just set a EDIT POLY modifier to hold all the others and move the plant a bit.
that's the part that I forgot to say, you can basically collapse it, or toss Edit poly and move it out a bit
@@RenderRam i was goin' to suggest the collapse trick XD Sometimes the easiest solution it's the hardest to remember. Obviously when you're fully ok with the bending. But an editpoly seems way smarter since you can fine tune even after.
WOW 7*
Great Idea. 3dsMax has a lot of tools that have never been updated. I feel you could have an invisible frame around the plant which should interact with colliding object and passing on the conform to the plant. Let me see the file.
I was thinking that too, but IDEALLY, it would be super practical if you can just brainlessly select your wall and call it a day
Agree. But if your collision object is a flat surface the rest of the large wall does not matter. What you need is a collision mesh with bones. But if it is for a still render your current approach looks just fine. In Real life if the plant was too close to a wall you would probably move it. :) @@RenderRam
Interesting tutor thx
Wow, such a good idea! You can just apply an edit poly modifier and move the plant away 0.5-1.0cm from the wall and no one will notice unless you render a closeup shot which is rare since plants are often used only for decoration.
Well look instead of using the Offset which does this weird behaviour I used FFD2x2x2 to have a better control for the final results and I think it worked pretty well.
That's not a bad idea, will give it a go!, thanks!
I can't find the modifier in 2022 version of 3dsmax
Available in max 2024.2
Or just delete the leaves that clips the walls.
You know, plant dies 😁
FACTS! :D