First thing that I want to say is thank you for the video! This helped me out with the Hair particle system. But it isn't a perfect video... For instance, I wouldn't use decimate to reduce the poly count, I would use the [Bevel Resolution] and the [Curve Resolution] options under the [Geometry] tab of the sapling generator. Just reduce the [Curve Resolution] to something like 3. Default of 4 isn't bad, but if you're going for really low poly, I would bring this to 3. Similarly, I would use, more importantly, the [Curve Resolution] controls under the [Branch Splitting] tab of the sapling generator. You'll see 4 levels, by default these are set to 8, 5, 3, 1. By setting mine to 4, 3, 2, 1, I was able to make an okay looking tree with a mere 7,332 vertices and just 6,864 faces (Keep in mind that I got these numbers on a full sized tree, not just a branch of one). Without the messy geometry that decimate creates. The main reason that I wouldn't us decimate is because if you want to UV unwrap it for an image texture, it would be near impossible to create seams that make any sense. Even for texture painting, this would be a challenge. Also, when you try to make little variations to the branches after you use the sapling generator, it makes it kinda ugly honestly. Another thing, if you want it to be easy to weight paint, just go to the advanced setting in the weight brush settings and uncheck [Front Faces Only] option, checking the [Accumulate] option might help too. If it is still hard to paint, you can actually just enable vertex select mode right there in Weight Paint tab, just click the little box with a small white box along one of its edges in the top left corner, next to the [View] button. Then you can press "W" until you get a little white circle around your cursor and select the vertices that you want leaves to grow on (BTW, Press and hold Shift to continue selection, press and hold CTRL to de-select while using region select). Next, press Shift+K to fill in the brush color on the selected vertices, and Ta-Da! You did it! Thanks again for the video!
Spot on and just to add, for twigs he could just simply lower the vert count on a cylinder to 16 or even 8 and shade smooth. And move verts around to make it look dynamic
"uncheck [Front Faces Only] option, " I don't think that''s what you want for a more realistic large tree. It would select vertices in the centre of the tree near the trunk, but most large trees grow leaves near the ends of branches where there's more light and space.
@@Ash_18037 No, you don't want leaves growing on the truck, or near it. I agree. I was giving a way to better actually select the outer branches for weight painting. If you try and weight paint without unchecking [Front Faces Only] option, you will get a problem where even the back verts on each branch won't be selected. xD In other words, you'll have to change what angle you paint from every time, just to make sure you've gotten the branch that you wanted to get completely. I had several problems where I'd weight paint one part of a branch, but all the verts on the back wouldn't be painted, so I had to change the angle of the viewport and try again. I didn't state anywhere that it would be good to have leaves near the bottom of the large branches. Because, like you said, that is not how trees in the real world look. I also don't see how deselecting that option would select the center of the tree... You'd still have to swipe your cursor over the center to get that effect. It's not like that option removes the center of the tree. Even with that option checked it would still select parts of the center. So I am unsure what your point was, but maybe I didn't recognize what you meant. Feel free to explain again if you feel like it and I will be happy to clear confusion. Thanks!
Dang good job for doing this video and taking your time. Though, with the final render, what gave away to unrealism was the textures for the tree trunk.
I had been looking all day how to convert to mesh. It's hard to know what to look for when you don't know how to word it. I just happened across your video and BAM. There it was. So thanks for that too!!!!!
Hi just a quick question. I don't know if I missed certain information but, can we just do this on 31:00 to assign the leaves directly to the sap. rather than creating your own twigs?
hey bro, there is a nice addon called node wranngler or so. when u press strg + shift + t, you will see the magic. took all maps and textures in one and they add is in right order with all plugs :)
Huge thanks to you bro ...I have been trying to join the leaves since a month but couldn't find any solution. Your video really works for me . But my tree bark texture disappeared .
Very nice to Unterstand I am new to Blender TH-cam Showed me your Videos Yesterday I watch 30videos of your introduction Videos till now and just want to know much more . Keep up your great work 👍👍👍👍
Thank you. I watched once and then followed through and created a tree. Still, the emissions are not working out right. The twigs seem to be turning into the clumps, and the clumps into the main tree, exposing to the camera the bare lower stem and branching part of the clump... If the origin points of the twigs, the clumps and the main tree are positioned correctly, and correctly rotated to match the world axis, why can't we set the emissions to point there objects outwards in a spherical path, like a ball of fireworks...?
that's easy! simply uninstall Cinema 4d and learn to respect Blender jokes aside you can go to file> export> as .OBJ and then you can import it in any other 3D software you like
The tree is really awesome. It’s realistic. But you probably won’t make many of them cuz only one such tree will occupy millions of vertices i.e. most computer resources. So if you want only one tree in your scene - that’s cool. Otherwise, youl’ll need something simpler.
At the end the leaves from the one on the left are clearly superior, however neither one has a great truck. I'm not sure what it is but the wood seems a bit off
I would love to do that, but at 28:00 when it comes to use the particle system none of the options I choose are visible (Blender 2.90.01). That's kinda sad now that I've already done all the other steps. Can anyone help?
On your shader setup I am a little confused. Isn't the roughness texture image supposed to be set to non-color data as well? Other than that, I like your presentation quite well.
Great tutorial but how to use the tree we create to create a forest or something like that ?there are too many faces once combine the final result of tree my pc crash:(
You could start by duplicating trees with alt+D instead of shift+D so you actually have two objects that share the same data. This equals less cpu/gpu usage and render time. And surely you don't need all these details to make a whole forest, so simplify a bit
Leaves look godlike, but the trunk, twigs and branches are very subpar. MAybe it`s the texture you used or the low resolution of the sapling gen but they look fake.
when i`m using last particle settings for final tree and adding instance collection clumped branches, render and viewport use only my twigs without leafe. why? (so sorry about my eng.)
Did you make sure to join the leaves to the twig? Select the the twig and all the leaves that are associated with it and press CTRL+J to join the leaves to the twig. Be sure to go into edit mode after joining and select everything, then just move the base of the twig to the little orange origin of the object. Also be sure to move the twig(s) that have joined leaves to the correct Collection. Good luck!
@@lucielair-crevat1421 you need to convert leaves from particles to an object at the stage of completion of the set of branches that make up the final tree. Unfortunately, there is no way in blender to make particles from particles. Be ready to hundreds leaves so make sure that you create new collection for all of them.
It looks better true, but far from realistic. The leafless branches on bottom take so much away from the look. You could also layer your trunk textures such as putting a little moss on one side or a few fake exposed roots right at ground level.
lol, buddy i appreciate that turoial, but as soon u started pulling those nodes around after i finally i found myself there u decided the change the order, jesus.
constructive criticism: your knowledge is vast but your timing is poor. at times i feel like this is blender 101 and the tutorial goes on forever without saying much and other times I think hold on a second what was that you glanced over..? my recommendation is before you start recording to ask yourself who the tutorial is for, and resist the urge to over-explain
First thing that I want to say is thank you for the video! This helped me out with the Hair particle system.
But it isn't a perfect video...
For instance, I wouldn't use decimate to reduce the poly count, I would use the [Bevel Resolution] and the [Curve Resolution] options under the [Geometry] tab of the sapling generator. Just reduce the [Curve Resolution] to something like 3. Default of 4 isn't bad, but if you're going for really low poly, I would bring this to 3.
Similarly, I would use, more importantly, the [Curve Resolution] controls under the [Branch Splitting] tab of the sapling generator. You'll see 4 levels, by default these are set to 8, 5, 3, 1. By setting mine to 4, 3, 2, 1, I was able to make an okay looking tree with a mere 7,332 vertices and just 6,864 faces (Keep in mind that I got these numbers on a full sized tree, not just a branch of one). Without the messy geometry that decimate creates. The main reason that I wouldn't us decimate is because if you want to UV unwrap it for an image texture, it would be near impossible to create seams that make any sense. Even for texture painting, this would be a challenge. Also, when you try to make little variations to the branches after you use the sapling generator, it makes it kinda ugly honestly.
Another thing, if you want it to be easy to weight paint, just go to the advanced setting in the weight brush settings and uncheck [Front Faces Only] option, checking the [Accumulate] option might help too. If it is still hard to paint, you can actually just enable vertex select mode right there in Weight Paint tab, just click the little box with a small white box along one of its edges in the top left corner, next to the [View] button. Then you can press "W" until you get a little white circle around your cursor and select the vertices that you want leaves to grow on (BTW, Press and hold Shift to continue selection, press and hold CTRL to de-select while using region select). Next, press Shift+K to fill in the brush color on the selected vertices, and Ta-Da! You did it!
Thanks again for the video!
thats cool you gave even more sophisticated way, best regards
Spot on and just to add, for twigs he could just simply lower the vert count on a cylinder to 16 or even 8 and shade smooth. And move verts around to make it look dynamic
"uncheck [Front Faces Only] option, " I don't think that''s what you want for a more realistic large tree. It would select vertices in the centre of the tree near the trunk, but most large trees grow leaves near the ends of branches where there's more light and space.
@@Ash_18037 No, you don't want leaves growing on the truck, or near it. I agree.
I was giving a way to better actually select the outer branches for weight painting. If you try and weight paint without unchecking [Front Faces Only] option, you will get a problem where even the back verts on each branch won't be selected. xD
In other words, you'll have to change what angle you paint from every time, just to make sure you've gotten the branch that you wanted to get completely. I had several problems where I'd weight paint one part of a branch, but all the verts on the back wouldn't be painted, so I had to change the angle of the viewport and try again. I didn't state anywhere that it would be good to have leaves near the bottom of the large branches. Because, like you said, that is not how trees in the real world look.
I also don't see how deselecting that option would select the center of the tree... You'd still have to swipe your cursor over the center to get that effect. It's not like that option removes the center of the tree. Even with that option checked it would still select parts of the center. So I am unsure what your point was, but maybe I didn't recognize what you meant. Feel free to explain again if you feel like it and I will be happy to clear confusion.
Thanks!
Dang good job for doing this video and taking your time. Though, with the final render, what gave away to unrealism was the textures for the tree trunk.
EXCELLENT!!! clear. explanation, great method, finally I understood how to create any kind of tree and how to texture TY TY TY
10: 48
A bookmark for myself.
I appreciate for the high quality video I really do
47:15 is the biggest part of this whole thing. Lighting makes or breaks cg
thanks a bunch :D
Thanks a lot. It's 2023 and this tutorial is still very useful.
I had been looking all day how to convert to mesh. It's hard to know what to look for when you don't know how to word it. I just happened across your video and BAM. There it was. So thanks for that too!!!!!
34:00 for quickie
My mind was blown when I saw 40:40 🤯...
Particle system for particle system for particle system ...
Hi just a quick question. I don't know if I missed certain information but, can we just do this on 31:00 to assign the leaves directly to the sap. rather than creating your own twigs?
Awesome content. Thank you. I feel like the sapling add-on is better for creating bushes and shrubbery.
hey bro, there is a nice addon called node wranngler or so. when u press strg + shift + t, you will see the magic. took all maps and textures in one and they add is in right order with all plugs :)
Thank you!
One word. Awesome!
and i was out here tryna make one by hand...
I was doing the same thing haha. This is soo much nicer with a better result.
me too :D now I dont want to delete the bad result, bcs I spend one day on it :D
I still want to
you can just right click onto the curve and then select "convert to mesh" in the dialog box ;) nice tutorial! thanks
awesome, do you think this can work with a scan based trunk ?
Great tutorial but are you sure Global X is the correct rotation axis? It looks a bit weird from what I see.
it is really helpful. thanks a lot. wishing u all the best. keep up the good work BRO!
but i have a doubt! make single user is different now. textures are not the same after joining mesh. how to fix it
Huge thanks to you bro ...I have been trying to join the leaves since a month but couldn't find any solution. Your video really works for me . But my tree bark texture disappeared .
Very nice to Unterstand I am new to Blender TH-cam Showed me your Videos Yesterday I watch 30videos of your introduction Videos till now and just want to know much more .
Keep up your great work 👍👍👍👍
Thanks for the tutorial! It was very helpful.
Very Thankssss
Thank you. I watched once and then followed through and created a tree.
Still, the emissions are not working out right. The twigs seem to be turning into the clumps, and the clumps into the main tree, exposing to the camera the bare lower stem and branching part of the clump... If the origin points of the twigs, the clumps and the main tree are positioned correctly, and correctly rotated to match the world axis, why can't we set the emissions to point there objects outwards in a spherical path, like a ball of fireworks...?
Thx a lot
Please make a video explaining Mtree addon which is node based and more procedural approach
well done!
Hi, thanks for the video. Is it possible to export a tree generated by tree Gen to another program like cine 4d? How can I do that??
that's easy! simply uninstall Cinema 4d and learn to respect Blender
jokes aside you can go to file> export> as .OBJ and then you can import it in any other 3D software you like
The tree is really awesome. It’s realistic. But you probably won’t make many of them cuz only one such tree will occupy millions of vertices i.e. most computer resources. So if you want only one tree in your scene - that’s cool. Otherwise, youl’ll need something simpler.
You can use billboards in farther trees.
Nice tutorial!
At the end the leaves from the one on the left are clearly superior, however neither one has a great truck. I'm not sure what it is but the wood seems a bit off
thanks, it's very helpful
how many polygons and vertices does that tree have?
One time MTree existed. It's buggy as hell in newer versions now. If the plug in continued it'd save a lot of time as it's node based.
can you use the foliage to make multiples in unreal engine 4 right?
bro give ur project link make easer to understand
Is it works with branches textures?
how do you hide the black cut out in cycles??
Works right away, no need to change blend mode 15:21 , just change renderer to cycles
coo stuff for renders unfortunatly not low poly at all ^^ depnding on how one describs low poly ^^
Great tutorial.
mmm I can already hear my computer begging for mercy >:3
That is crazy amount of vertices. Couldn't you just use without converting into new mesh each time?
really good.
When i make the leaf it is all black, when i connect alpha image to factor
When I select the vertex group my leaves dont disappear like yours
CHeck modular tree add on, for me is better
thats is awesome
when i go into shading mode with the leaf Ithere are no nodes, or any option to create a new page. What to do???
You have to add a material for it to populate a node first
Hey bro please upload a video on using online rendering farm
Wow Awesome
minha textura do do tronco ficou bem borrada, oque será ?
super du courage et bonne continuation...
Why are the branches weird??
Thank You .That was really helpful
you are the best
So you know: you could have simply lowered curve resolution before converting into mesh to save topology.
th-cam.com/video/ax272B9aMAk/w-d-xo.html
I would love to do that, but at 28:00 when it comes to use the particle system none of the options I choose are visible (Blender 2.90.01). That's kinda sad now that I've already done all the other steps. Can anyone help?
sorry so late but get rid of the trees decimate modifier and it works
or and the har then do the decimate after
On your shader setup I am a little confused. Isn't the roughness texture image supposed to be set to non-color data as well? Other than that, I like your presentation quite well.
THe roughness input on te principal shader needs grayscale values , so yeah , it could be that the input automatically converts it to grayscale
SUPERB
DAMN i have a rly good gaming PC and this thing KILLS it
I found out that if you first click the twig and than the leaves when ur joining them that the point (tip) will stay at the tip of the twig
CHeck modular tree add on, for me is better
Great tutorial but how to use the tree we create to create a forest or something like that ?there are too many faces once combine the final result of tree my pc crash:(
it depennds on what do you want to do with your trees. Background trees are not that detailed.
You could start by duplicating trees with alt+D instead of shift+D so you actually have two objects that share the same data. This equals less cpu/gpu usage and render time. And surely you don't need all these details to make a whole forest, so simplify a bit
Leaves look godlike, but the trunk, twigs and branches are very subpar. MAybe it`s the texture you used or the low resolution of the sapling gen but they look fake.
when i`m using last particle settings for final tree and adding instance collection clumped branches, render and viewport use only my twigs without leafe. why? (so sorry about my eng.)
Did you make sure to join the leaves to the twig? Select the the twig and all the leaves that are associated with it and press CTRL+J to join the leaves to the twig. Be sure to go into edit mode after joining and select everything, then just move the base of the twig to the little orange origin of the object. Also be sure to move the twig(s) that have joined leaves to the correct Collection. Good luck!
@@WolfgangRhys no, all is ok now. I forget to convert leaves into the object.
@@starlessfr0sty853 i have the same problem, what did you do to solve it ? when did you convert leaves into object ?
@@lucielair-crevat1421
you need to convert leaves from particles to an object at the stage of completion of the set of branches that make up the final tree. Unfortunately, there is no way in blender to make particles from particles. Be ready to hundreds leaves so make sure that you create new collection for all of them.
ive had a lot of fun editing this but at the end my textures on the branches didnt work for, which tilted me to maximum. my tree looks like shit
Cant animate the tree if you do this tho
Bsdf has alpha in it.
Leafs need more colour randomness , and translucency
Only 10 minutes in so far, good tutorial but You should boos your microphone a bit i had to crank your video up pretty loud.
It looks better true, but far from realistic. The leafless branches on bottom take so much away from the look. You could also layer your trunk textures such as putting a little moss on one side or a few fake exposed roots right at ground level.
I don't even get the pop-up at the bottom. What do I doooooooo.
Wow an indian. It is very rare to see my country men making 3d related video.
Sapling Tree need to much parameter to make one model
It seems like mapping node is also unknown to you.
lol, buddy i appreciate that turoial, but as soon u started pulling those nodes around after i finally i found myself there u decided the change the order, jesus.
Bruh, the sapling gen is definitely better than those trees, just because you've used realistic lights doesn't mean that the tree is realistic.
now how to animate this mess lol
The realistic is light but tree is not.*0*
Not the way to do it for games. you dont accually model all the leif´s.
Those trees not that photorealistic. Trunk and brunches are quite fake.
ew
constructive criticism: your knowledge is vast but your timing is poor. at times i feel like this is blender 101 and the tutorial goes on forever without saying much and other times I think hold on a second what was that you glanced over..?
my recommendation is before you start recording to ask yourself who the tutorial is for, and resist the urge to over-explain
no way this tree is for a forest scene, ewwww
U do it if u think u can do it better u piece of sh*t
I would like to see you do it better you little shit