How to precisely scatter grass | Twinmotion Tutorial
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- เผยแพร่เมื่อ 8 ก.ย. 2024
- In this tutorial, learn techniques to precisely scatter grass in your project.
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This is not a method, or a solution. It's a palliative. A tortuous path that requires time and work, in external software, to overcome a chronic lack of twinmotion.
Exactly! Twinmotion needs to improve the way grass is applied and controlled. This feels like a workaround and not a method, like you said.
Thanks for the tutorial but this is a workaround of a problem. As I'm working in Revit I love it paired with Twinmotion but I never have time to spend for additional modeling just to make the grass look good. I need my model with one surface and one material to do the trick. That is why I kindly encourage TM developers to make grass more user friendly as additional modeling time is not worth it or possible in a professional environment. I can't speak for other but I suspect that other architects using BIM programs have the same feeling about it.
YES! im sure lots of people have the same issue, i think both Lumion and D5 have better solutions for grass in this regard.. if i where to use another software other than Twinmotion for rendering, i would go with D5 (i ditched TM almost a year ago for things like these..
Yes, grass application needs tweaking, I have never had a good time trying to apply it. Plus having to drag 10 grasses one at a time just to make it look more full? Surely there could be a better way to go about it. BTW I added four more grasses than in tutorial and I could still see ground underneath, then Twinmotion crashed. Please fix the grass in this program!
There can be simply a built in way to do this without geometry,
1. choose geometry
2. click scatter
3. drag 1 detail grass and 1 regular grass
4. choose detail grass and click checkbox ''only use in borders''
5. choose regular grass and click ''offset from borders according to distance between assets center to its external bounding box limits
6. choosing both and clicking on surface to scatter, it will scatter long regular grass to internal parts while filling borders with detail grass
So, No even need to invent new method for scattering system, applying this to current scatter system can even fix it.
I can't see the checkboxes. Can you maybe help?
@@cristianvalenghi896 Oh sorry, what I mean is currently there is no implementation like that, but it would be easy for them to make it happen without rewriting a scatter system. I just try to give ideas to developers :D
Well explained, with the necessary and important details (cm) and easy to follow and understand. Thank you! I hope you will continue to create many more such tutorials.
This seems insanely convoluted and its nice you can do this, but the fact that we have to is insane.
Good Tute but really just need Twinmotion to add an option for edge detection to replace with border grass with collision detection, OR even a simpler implementation, calc a bounding box of the grass patches being instanced and allow collision but dont allow the bounding box to extend passed the mesh bounds it is being applied to
I imagine they will eventually add that after a few more years of development. I've been using Twinmotion since 2019 and they only recently added fabrics with transparency which is something I have desperately needed since my work involves a lot of drape for events that I design. They have been slow to add desperately needed features but they do add them eventually and it does get better every year.
@@Moskeeto We could do translucency before we just had to start with translucent materials. A pain I know.
This particular one is the main reason to use TM for me, so it'd be nice if we didnt have to zone out our borders.
Would also mention we are losing features. We used to be able to save grass groupings to library...I know this because I still have it in my library and it still works!
@@rabbittdesign8482 Well, I used to use glass materials which didn't allow for normal mapped textures. I also used to use styrofoam materials which only helped light shine through but didn't have any sort of opacity slider. Now the new fabric materials achieve exactly what I have been needing.
At last after 2 years I know how make nice detailed grass) Thank you, and please do more tutorials!
Perfect ! Thanks a lot ! I didn't kow we can a lot of asset in the same project. It's very better like this !
very helpful, thanks
Amazing Tip!!! Good Job!!!
It would be useful to be able to apply a similar technique for gravel or stone paths.
We need a Blender Twinmotion direct link plug-in
U should fix grass scaling if U trying less than 50% downscale it’s doing to growing under landscape
great tutorial ! I hope in the future updates we can also use 3d grass
thanks!
instead of adding several times, maybe a density slider or something like thaat?
yes thats all I want
Helpful! (Never enough SKP extensions/plugins 🤣)
they definitely have a deeeeep menu and a lot on screen :)
Awesome!
thank you so much for the tutorial!
Great tutorial, but they should really sort this out, couldn't the actual physical model of grass axis auto detect an edge and shift to the far right/left and then have a rule that it should aways 'face' inward from the edge, surely a simple thing to code and execute with a check box?
Really good tutorial!
Until a better 3d grass tool comes 😜
Also in next tutorial, how did you do the ivy leaves on the wall? I was unable to paint leaves on vertical surfaces..
You need to add features like in Forest Pack for 3ds max, that automatically cuts edges.
it would be nice if TM could detect borders of different materials and adjust the grass accordingly instead of me having to bend my archicad model to all kinds of weird borders and offsets.
Better you can make autocut by elements or one click like in Lumion
Great video!
I get some of the criticism around this being a workaround, but I quite like it. I don't think it's too much additional effort to get a really good result. Great video.
Not sure if learning twinmotion is worth it and a waste of time... I just tried D5 and everything there is so easy and faster to do. And it even runs faster... What only keeps me from switching is the Lumen feature which provides a good fast result.
Amazing... as always :)
can you make tutorial about rendering without Path tracer but still looks good? especially interior scenes. Thanks
very nice but we NEED SMART GRASS
Good tutorial, I am a fan of TM, but TM needs smart grass. I use anyher program you simply apply the grass i second later..... grass, simple
Can I download this scene to try it ?... could you put the link ?-- pls
Cool! Just what I was looking for and the oly thing that stopped me from using Twinmotion for a long time! But is there any way to make grass more dence not by dragging several assets to scatter tab but somehow duplicate already there? Because on huge areas to make nice looking grass I needed to drag like almost 20-30 grass assets and 3-4 clicks on surface to make it look good and dence al over the surface. It would be great to have some sort of slider to regulate the density with just 1-2 assets.
Great ! I would like to know how you created those amazing ivy on the walls.
There will be tutorial about ivy in next weeks.
wow this is amazing
When Twinmotion users found out that LUMION and D5 RENDER next door have 1-click smart 3d grass material.They'll find this tutorial is so ridiculous.For a simple grass effect, but to do such a complex thing in sketchup uh...😅
Wow !!! thanks !!
Very good video and when will be the next video for flower? I cannot wait....
muito bom! obrigado!
2:16 Can someone explain to me why it is necessary to place more than once?
... Wouldn't it be more practical for the program to define where the grass should be applied by clicking on it in the work? This whole process was done with two different types of grass so that in the end, the grass would be the same... wouldn't it be more practical for the program to calculate the area where the grass needs to be applied and that's it?
Прекрасно!
Devs going to do anything, but NOT 3d grass textures, bruh...
For what?
@@EL.-SO for making grass in one click, instead making 3 types of surface, 3 different scattering with own specific settings etc.
@@joevega7558 it's on the roadmap as a high priority
Amen
coughs in lumion
Just seems so far from D5… Their latest vid sent shivers down my spine, and then we get this for TM…
Very odd - -I have matched you move for move and i dont get the same result. Grass still looks trash and the grass scatter is growing through the stones. Wonder what im doing wrong or what is different
Good thing is that the narrator is now a native English speaker, way to go
😄
because this video is made by a popular twinmotion user and then dubbed by a twinmotion voice actor. Old video tutorials with French person was actual twinmotion tutorial with twinmotion company worker probably. So thats why he didnt present these ones.
why does it add grass to all surfaces even though I choose different materials? how can I fix it?
So basically what you are proposing is to solve this issue previously during the modelling stage and then scattering two types of grass on two different objects.... So far the solution must come from the user. Not good at all. It's a nice workaround but you definitely should improve edge detection for this type of situations.
quero vê animação DMX no twinmotion! será que teremos algum dia?
Faut il améliorer l'outil ou soumettre l'utilisateur ?
Awesome
Great tutorial, How was the ivy on the walls made in twinmotion?
There will be tutorial about ivy in next weeks.
Super
my scatter tool is greyed out for some reason. is it because im running on mac os?
When is the fur material coming to twinmotion?
It’s a workaround, and looks ok, but, it shouldn’t have to be like this in the year 2024
poderia disponibilizar o arquivo
model link please
As some else has said better than I will here, this is not productive way to add 3D grass. Lumion handles it so much better, effectively using 3D as a drag and drop material. Worse still if you need to refresh the existing geometry or add more to it, there's always a risk that they grass you've spent hours placing to begin with just goes!
I appreciate that maybe there will be situations where you don't necessarily want full dense coverage, but I think of plenty more times where I've wanted that then when I haven't...
There's not much I don't like about twinmotion but this is often quite the dealbreaker.
❤️❤️❤️
And PLEASE add cut lawn grass 🤯
modelling 3 surface for 1 grass...joke!:D
It’s super silly approach this year
pain in the ass tutorial. you want 1 or 2 clicks not change your 3d model. d5/lumion beat TM
alembic import ...
where is our beloved french accent?))
this is a dubbed video, original video is posted by a popular TM user, then TM put in official channel by dubbing it :D Thats why
So nothing changes between each twinmotion version. You were publishing the same video 5 years ago. Just add 3D grass and various other 3D surfaces. You are just coming up with excuses rather than something new.
I am sorry, but this is not acceptable in a 3D program... you have to create special geometry for that.
Grass is essential in 3D rendering. You are creating lots of fancy but not important features and neglecting a GOOD grass tool like your competitors have.
If you will keep this type of grass, then at least create a good SCATTER TOOL.
1 - Select geometry
2 - create OFFSET from the edges... positive (away from the edges) or negative (scattered stuff stick near the edges)
3 - scatter large grass patches with positive scatter, so it gets away from the edges
4 - scatter detail grass patches with negative (it sticks near the edges.
Time to shift🫡
wonderful