The reason why this works is, Cycles (raytracing) is fairly agnostic to polygon counts, but viewport (rasterization) is very bad at handling large polygon amounts. So turn off overlay helps here.
@@ChristopherFraserVFX I've actually asked this question before on when viewport performance in general will improve because 3DS Max/Cinema 4D are just way faster even when presented the exact same object. There's actually a roadmap goal to change the outdated OpenGL engine to Vulkan by about end of 2022. Hopefully that's true and brings 2.5x-5.0x performance, and yuno I'm that confident because Blender has proven to bring amazing features on time and in great fashion.
@@acoolrocket DAMN im fckin love you guys, its fcking TRUTH , i run over 100k triss in cycles and its more more faster than in SOLID MODE :O its actually SMOOTH, i turned off Overlays also, i was rly courious why blender is so slow even on my quit strong pc Ryzen 9 5950x , RTX 3090 and 64 Gigs of ram. Absolutely crazy.
You need to rename this video, I didn't click on it, YT auto played it but I'm glad it did. That's a great tip. I wouldn't have clicked on "Blender is Great at Forests" but I would have clicked on "improve your Blender performance with one click"
Yeah, when I discovered instances for myself and just how powerful they are I was blown away. Especially with geometry nodes, as a test you can (save your file first) drop a realize node at the end of your nodeTree and watch your computer regret being born :D
thank you so much, I spend a whole day trying to make an scene of a corn field 😭, but now I can go with crazy values, but there is a little lag when I am trying to change the number because blender needs to calculate the new particles position, but when it's done it works like a charm 😅
I wish there was a way to display line art and blender without having the viewport slow down to one half a frame per second response time. I have to disable all my line art objects when I'm working on a character design in order to be able to manipulate polygons with any reasonable response time.
Blender is great for modelling but when it comes yo scen assemble I would just stay with any USD scene assembler. Solaris, katana, clarisse. Max has nice proxy features too. Blender is just not ready yet. It might be there in future updates. Great video, looking forwar to more.
Its unfortunate because I'm so damn knee deep in Blender I just want to do everything in it at this point. Granted I've perservered and have dealt with scenes with up to 35M tris, utilizing techniques like turning off certain objects in the visibility layer and turning them back on for rendering, and knowing what objects actually need a high poly count and cutting down on further objects poly and texture wise all helped to render with my limiting 6-8GB VRAM.
@@acoolrocket Nothings stops you from learning other softwares. Just to give you an example. I was working on a scene in clarisse where I was moving at 60fps with not 35 million polygons but 3.5 trillion polygons. That is 3.500.000.000.000 Polygons.
So you’re telling me Blender doesn’t use proxies? I’m just asking because I’ve been poking around in Blender lately to see all the new features it has to offer and I really like the UI. I mainly use 3DSMax, and in Max you can easily create complex and dense forests + cover the ground with grass if you wish to. Max’s viewport displays the trees as “pyramids” ( just a cone with 5 faces). Grass is displayed as a square. Also, VRay only renders what the camera sees, so it doesn’t matter how many objects you scatter. All of this is done on my old notebook I bought for school. A dual core i5 7th gen and a geforce 940mx.
I'm not 100% sure about particle systems, but I know for a fact that the array modifier doesn't use instances (which is pretty offensive IMO). Blenders "new" Geometry Nodes however has the option to scatter meshes as instances which is why you'll find a tonne of tutorials about it on TH-cam. I'd highly recommend going that route as you have a tonne of procedural control that you might now otherwise have with other solutions such as particle systems. I'm familiar with Maya's proxy system which is very stable and I love that you can easily specify which Geo to use as a proxy mesh in the viewport. I haven't been able to find an option like that in blender yet, which only gives you the option for e.g. wireframe or bounding boxes...(that said, I haven't actively searched for that option yet either, so I might be wrong). That said, blender doesn't use instancing in many situations where it COULD and where it would make sense (e.g. array modifier). Let's hope that these features are included in the future 🤘🏻 EDIT: just looked through the documentation and apparently the particle system DOES instance objects in place of each particle - which explains the good performance in this video even when increasing the particle amount.
Btw, regarding "only rendering what is visible" (also known as occlusion culling) - Erindale has a great video on setting that up via geometry nodes. Highly recommend watching it!
@@Moove_Studio Ahh, thank you for the tip about setting up occlusion culling in Blender. I thought, Blender (cycles) did that automatically for you like other render engines. Guess I’ve been spoiled with every optimization already pre-made/set up in Max (VRay) hehe.
Well, to me, proxies are kind of an incomplete system. Ideally, you can preview everything while you work, that way your creative decisions are well-informed. That's one of the reasons I think Clarisse IFX is so cool, because you can preview EVERYTHING in the viewport, at full-res. I wish Blender had a rendered viewport (at least the option), and obviously mesh/texture streaming would be KILLER.
@@ObscureHedgehog A render preview mode, or RT mode, is an interactive render view, where basically a path tracer (GPU or CPU) renders the camera view, with all the render settings applied. Interactive means that the scene get updated on viewport changes, happening not in the render preview. So you have these separated. It also gives you options like, DOF adjustment, material or item picking and LUT. The propose is to see the final render image and not what is displayed in the viewport. This is now a days standard in every software and render I know, just not in Blender. Viewport rendering is different, it takes the resolution of the screen, not of the output and it renders the actually view, either full or framed. Its a technology first introduced with Mental Ray in Softimage.
@@robertYoutub So basically you mean is that viewport render is not taking the actual resolution settings but takes the resolution of the window of the viewport itself and thus making view port rendering faster? Nice I agree
YaLL probably need a monitor that has fast FPS, turn off auto save (it’s slows blender), upgrade ur ram ,set ur geometry to bounding box in object properties, use decimate modifier and simplify and last but not least get a good graphics card. I can assure u , u would have a beast pc u would love
What does having a high refresh monitor got to do with anything here tho. The rest I understand but having over 60Hz monitor for blender seems legitimately pointless since it doesn't increase performance at all. Or am I misunderstanding something?
The problem is that it loads your VRAM ("GPU memory is full" error) too much, I bough rtx 4060 for rendering and sometimes it still not enough because it has not enough video memory
My problem is different, there’s only about 600-800k polygons, but there’s a lot of emission lights, I’ve rendered scenes with higher polygons but not as much emissions, how do I make it render without crashing
I wish! As another commenter explained, it works in Cycles because it uses path tracing, but not in the viewport because it uses rasterization. Eevee also uses rasterization, so it sucks at handing large poly counts.
No no no no noooo, it's not a common problem when you are working with millions of polygons in programs like Blender - it's a common problem in Blender exclusively. Nothing crashes on my as often as Blender and it never handled huge scenes well.
@@ChristopherFraserVFX Every software and every computer can be brought to it's knees with complex enough scene. That was no the point. My point was that Blender is notoriously bad at handling high polygon count scenes. Like REALLY bad. Just to put things into perspective. XSI Softimage could handle billion yes billion polygons in the scene back in 2006. Try opening 300 mil scene in Blender today and see how it goes. Spoiler alert: not very good.
Ah, I get you. Yeah, Blender's viewport performance currently isn't very good, I'm totally for a rendered viewport like what Clarisse IFX has. I think it would help to solve a lot of our viewport issues.
@@dash3dot Don't forget the big ones like 3DS Max/Cinema 4D. I'd argue viewport performance is actually holding off Blender from being used by studio companies along with a myriad of other reasons. Hopefully an update changes everything so it can further become the strongest all in one solution.
@@acoolrocket Unfortunately viewport performance is less of a problem compared that Blender simply doesn't handle huge scenes well. Cinema 4D for instance has no issues with high polycount scenes but doesn't like scenes with many, many objects.
Oh! I just tested and his also works to make Blender UI actually reasonably performant using LIBGL_ALWAYS_SOFTWARE="1" on Linux (enables OpenGL software rendering which would be necessary to run Blender 2.8+ on older graphics cards that do not support OpenGL 3+)! I guess it wouldn't really enable smooth editing or anything (maybe some kind of shader in Cycles could help?)... but it's _waayyyy_ better than the performance issues I had before when testing this method, when trying to imagine what in the world I would do if my GPU died. Kind of makes me want to do a render challenge of trying to make a beautiful render without using my GPU at all except for display output some time. It works great for displaying massive textures too large to fit on my VRAM too. (Pre-post edit: Actually, looks like editing geometry was never so much of an issue as previewing my large hair systems. Geometry editing is... somewhat slow, but fast enough with software rendering, but previewing the entire scene with lots of particles was ridiculously slow compared to Cycles preview with hardware OpenGL enabled until, per this video, I disabled the overlay) I think the crashing issue you mentioned in the video is mostly a Windows thing, due to Windows not automatically allocating to the swap file when it runs out of RAM. Linux has its own issue where the entire computer can get extremely slow to the point of freezing if one has a lot of swap available and it keeps using more and more of it, but it rarely if ever outright _crashes_. Just adding more RAM can fix the issue on both Windows and Linux, though. I recently upgraded to an insane amount as I got tired of really big things using up all of it, including both Blender and other software like Cities: Skylines, as well as being tired of frequently-accessed files being slow to load. A ton of RAM makes a HUGE difference and I highly recommend it. Lots of RAM means one can run practically anything, even if it may be somewhat slow. You know what RAM doesn't fix though? Lack of VRAM making the GPU slow to a crawl as it uses slow PCI to swap to system memory. Which, this tip will also help a lot with (as mentioned in the video) if the bottleneck is from too much geometry rather than too many textures. Thank you very much for this tip! This will help things quite a bit. You know, this button has been _right there_ the entire time. I wonder what other super useful things in Blender I am missing that are actually pretty obvious if one looks around the UI.
@@ChristopherFraserVFX Running out of ram is the biggest issue with forest rendering from what ive seen. Plus if you use transparent leaf images then you need to have a ton of transparency bounces too
where did you get this Tree model ? can you please sharee it with us ? this is exact i need - Megascan dont have this. Please this would be epic. i would subscripe and everything ! help Mate 3D Community
If i will create a scene like this with thousands of trees and other props, i will use unreal engine instead of blender, this is impossible to render with blender.
@@ChristopherFraserVFX unreal is sadly only for beast pcs and I am ok with that I just want to make simple 3d animations and games in future nothing movie level:) and really thank you for this tutorial.
The reason why this works is, Cycles (raytracing) is fairly agnostic to polygon counts, but viewport (rasterization) is very bad at handling large polygon amounts. So turn off overlay helps here.
Yes! #GiveUsBlenderViewport
@@ChristopherFraserVFX I've actually asked this question before on when viewport performance in general will improve because 3DS Max/Cinema 4D are just way faster even when presented the exact same object.
There's actually a roadmap goal to change the outdated OpenGL engine to Vulkan by about end of 2022. Hopefully that's true and brings 2.5x-5.0x performance, and yuno I'm that confident because Blender has proven to bring amazing features on time and in great fashion.
@@acoolrocket DAMN im fckin love you guys, its fcking TRUTH , i run over 100k triss in cycles and its more more faster than in SOLID MODE :O its actually SMOOTH, i turned off Overlays also, i was rly courious why blender is so slow even on my quit strong pc Ryzen 9 5950x , RTX 3090 and 64 Gigs of ram. Absolutely crazy.
So they are trying add VULCAN instead of OPEN GL? thats why blender is so slow?
@julianjunyuanfeng3584 Ah the comment I was looking for ! Thanks for the info !
You need to rename this video, I didn't click on it, YT auto played it but I'm glad it did. That's a great tip. I wouldn't have clicked on "Blender is Great at Forests" but I would have clicked on "improve your Blender performance with one click"
Excellent suggestion, I'll actually give that a go and see what happens
@@ChristopherFraserVFX The "one click" title made me click so it worked for me!
@@ChristopherFraserVFX it worked
Well, it looks like it's working!
Thanks for the great title :)
Worked for me!
the idea that Cycles could be infinitely faster than the viewport never even crossed my mind. This is amazing !!!!
Believe me when I say it was an accident, but I'm so glad that I found it. Have fun!
Yeah, when I discovered instances for myself and just how powerful they are I was blown away. Especially with geometry nodes, as a test you can (save your file first) drop a realize node at the end of your nodeTree and watch your computer regret being born :D
Love making forests, this could help me more
Looking like the Forest moon of Endor. Beautiful.
Next tutorial is adding fur to ewoks to complete it
You are a lifesaver THANK YOU
thank you so much, I spend a whole day trying to make an scene of a corn field 😭, but now I can go with crazy values, but there is a little lag when I am trying to change the number because blender needs to calculate the new particles position, but when it's done it works like a charm 😅
LIFE SAVER!!!!!!!!!
Exactly the problem I was facing for months!!!!
Wow, this is very unexpected, the FPS has never been raised so easily.
I just keep finding these gems very awesome!!
I wish there was a way to display line art and blender without having the viewport slow down to one half a frame per second response time. I have to disable all my line art objects when I'm working on a character design in order to be able to manipulate polygons with any reasonable response time.
Blender is great for modelling but when it comes yo scen assemble I would just stay with any USD scene assembler. Solaris, katana, clarisse.
Max has nice proxy features too. Blender is just not ready yet. It might be there in future updates.
Great video, looking forwar to more.
Agreed. I know not everyone can afford one of those programs, and some people prefer Cycles, so this is a good enough solution in Blender for now
But in the future, I hope to cover programs like Katana and Clarisse, they're incredible tools!
@@ChristopherFraserVFX I would love to see some Clarisse. imo it is the best scene assembler (Houdini user here)
Its unfortunate because I'm so damn knee deep in Blender I just want to do everything in it at this point. Granted I've perservered and have dealt with scenes with up to 35M tris, utilizing techniques like turning off certain objects in the visibility layer and turning them back on for rendering, and knowing what objects actually need a high poly count and cutting down on further objects poly and texture wise all helped to render with my limiting 6-8GB VRAM.
@@acoolrocket Nothings stops you from learning other softwares. Just to give you an example. I was working on a scene in clarisse where I was moving at 60fps with not 35 million polygons but 3.5 trillion polygons. That is 3.500.000.000.000 Polygons.
thanks for this knowledge
Awesome explanation of instancing and performance!
Thank you! I tried to simplify it as much as I could.
Edit: also your addons are awesome
Thank you
Thank you. Very helpful! But my issue is rendering... I cannot render my scene! It crashes... I tried everything. Camera culling, etc...
So now I still can fry something on my Intel UHD😂, But this helped me a lot keep it up!
Man, now we are able to create dynamic LOD system and camera culling with geometry nodes. No need to kill your pc
Oh trust me, this is way cooler.. There's a reason the big boys at ILM just go large
But, there's no reason not to combine this tip with all of those!
vid ? im lowkey scaredf to start geomentry node since im still new to blender
amazing video, amazing plug for next video
what 🤭 god dayum that was good
Very nice process
I think I have seen your pfp before
@@bimisikocheng that is cool are you on instagram?
@@osasart yep
@@bimisikocheng whats your Instagram handle
@@osasart karanastudio
Just use ue5 if u are going to make a jungle...
Thanks
So you’re telling me Blender doesn’t use proxies? I’m just asking because I’ve been poking around in Blender lately to see all the new features it has to offer and I really like the UI.
I mainly use 3DSMax, and in Max you can easily create complex and dense forests + cover the ground with grass if you wish to. Max’s viewport displays the trees as “pyramids” ( just a cone with 5 faces). Grass is displayed as a square. Also, VRay only renders what the camera sees, so it doesn’t matter how many objects you scatter.
All of this is done on my old notebook I bought for school. A dual core i5 7th gen and a geforce 940mx.
I'm not 100% sure about particle systems, but I know for a fact that the array modifier doesn't use instances (which is pretty offensive IMO).
Blenders "new" Geometry Nodes however has the option to scatter meshes as instances which is why you'll find a tonne of tutorials about it on TH-cam. I'd highly recommend going that route as you have a tonne of procedural control that you might now otherwise have with other solutions such as particle systems. I'm familiar with Maya's proxy system which is very stable and I love that you can easily specify which Geo to use as a proxy mesh in the viewport. I haven't been able to find an option like that in blender yet, which only gives you the option for e.g. wireframe or bounding boxes...(that said, I haven't actively searched for that option yet either, so I might be wrong).
That said, blender doesn't use instancing in many situations where it COULD and where it would make sense (e.g. array modifier).
Let's hope that these features are included in the future 🤘🏻
EDIT: just looked through the documentation and apparently the particle system DOES instance objects in place of each particle - which explains the good performance in this video even when increasing the particle amount.
Btw, regarding "only rendering what is visible" (also known as occlusion culling) - Erindale has a great video on setting that up via geometry nodes. Highly recommend watching it!
@@Moove_Studio Ahh, thank you for the tip about setting up occlusion culling in Blender. I thought, Blender (cycles) did that automatically for you like other render engines. Guess I’ve been spoiled with every optimization already pre-made/set up in Max (VRay) hehe.
Well, to me, proxies are kind of an incomplete system. Ideally, you can preview everything while you work, that way your creative decisions are well-informed. That's one of the reasons I think Clarisse IFX is so cool, because you can preview EVERYTHING in the viewport, at full-res. I wish Blender had a rendered viewport (at least the option), and obviously mesh/texture streaming would be KILLER.
Exactly why I used a particle system 😉
Man! You saved my life 🤙🏼
good enough
If Blender would have a render preview, instead of a viewport render only, then no one would run into that.
Agreed! I'd love that in Blender. Clarisse IFX has it
What do you mean by render preview?
@@ObscureHedgehog A render preview mode, or RT mode, is an interactive render view, where basically a path tracer (GPU or CPU) renders the camera view, with all the render settings applied. Interactive means that the scene get updated on viewport changes, happening not in the render preview. So you have these separated. It also gives you options like, DOF adjustment, material or item picking and LUT. The propose is to see the final render image and not what is displayed in the viewport. This is now a days standard in every software and render I know, just not in Blender. Viewport rendering is different, it takes the resolution of the screen, not of the output and it renders the actually view, either full or framed. Its a technology first introduced with Mental Ray in Softimage.
@@robertYoutub So basically you mean is that viewport render is not taking the actual resolution settings but takes the resolution of the window of the viewport itself and thus making view port rendering faster? Nice I agree
@@robertYoutub just create another window on blender interface with render mode, and manipulate scene in viewport window.
Thanks kvothe, i like your video
wow ! that was intersting
YaLL probably need a monitor that has fast FPS, turn off auto save (it’s slows blender), upgrade ur ram ,set ur geometry to bounding box in object properties, use decimate modifier and simplify and last but not least get a good graphics card. I can assure u , u would have a beast pc u would love
🤦♂️ I never even CONSIDERED bounding boxes!
What does having a high refresh monitor got to do with anything here tho. The rest I understand but having over 60Hz monitor for blender seems legitimately pointless since it doesn't increase performance at all. Or am I misunderstanding something?
The problem is that it loads your VRAM ("GPU memory is full" error) too much, I bough rtx 4060 for rendering and sometimes it still not enough because it has not enough video memory
just great
honestly deosn't really help much
Take my like for this info.
Awesome! Thanks
My problem is different, there’s only about 600-800k polygons, but there’s a lot of emission lights, I’ve rendered scenes with higher polygons but not as much emissions, how do I make it render without crashing
that's a lot of clicks
Well i actually find it and using it fro long since i started with heavy scenes without even fully realisng just subsconciously
It is works too in Eevee???
"It is works too"
I wish! As another commenter explained, it works in Cycles because it uses path tracing, but not in the viewport because it uses rasterization. Eevee also uses rasterization, so it sucks at handing large poly counts.
@@ChristopherFraserVFX Ok sir... 😂😂😂👍👍👍
nice
yah reason gaming in pc is easier than editting in blender
geometry nodes, the instancing setings, and culling settigns helped my pile of shit potato. FWIW
Just trying to boost your comments to get more favors from the algorithm
Just replying because I also want the algorithm to favor me ;)
Thanks!
@@ChristopherFraserVFX Lmao no you’re building a community try thanking instead 🤣😜 just kidding
What if im having bad performance with only one model? I have a fairly good pc yet i can't sculpt without the program freezing.
it means you have too many vertexes. in sculpt mode to create super detailed objects you need to increase subdivision hence the freeze
Yes! Time to optimize, probably. Or, your subdivision/dyntopo is too intense.
excellent tip
Glad you think so!
No no no no noooo, it's not a common problem when you are working with millions of polygons in programs like Blender - it's a common problem in Blender exclusively. Nothing crashes on my as often as Blender and it never handled huge scenes well.
Really? Performance with huge scenes is complained about across the board as far as I know, but I could be wrong.
@@ChristopherFraserVFX Every software and every computer can be brought to it's knees with complex enough scene. That was no the point. My point was that Blender is notoriously bad at handling high polygon count scenes. Like REALLY bad. Just to put things into perspective. XSI Softimage could handle billion yes billion polygons in the scene back in 2006. Try opening 300 mil scene in Blender today and see how it goes. Spoiler alert: not very good.
Ah, I get you. Yeah, Blender's viewport performance currently isn't very good, I'm totally for a rendered viewport like what Clarisse IFX has. I think it would help to solve a lot of our viewport issues.
@@dash3dot Don't forget the big ones like 3DS Max/Cinema 4D. I'd argue viewport performance is actually holding off Blender from being used by studio companies along with a myriad of other reasons.
Hopefully an update changes everything so it can further become the strongest all in one solution.
@@acoolrocket Unfortunately viewport performance is less of a problem compared that Blender simply doesn't handle huge scenes well. Cinema 4D for instance has no issues with high polycount scenes but doesn't like scenes with many, many objects.
What's your pcs specs?
It's a mid-tier pre-built PC. It's some ryzen CPU, and a 2070 super
Uranus?
Im guessing tgis is applicable to grass
100% it does! Technically, I've shown you everything you need to know to make an entire forest..
I wish we had nanite
Use append not copy and paste then solve problem without using partical system
Oh! I just tested and his also works to make Blender UI actually reasonably performant using LIBGL_ALWAYS_SOFTWARE="1" on Linux (enables OpenGL software rendering which would be necessary to run Blender 2.8+ on older graphics cards that do not support OpenGL 3+)! I guess it wouldn't really enable smooth editing or anything (maybe some kind of shader in Cycles could help?)... but it's _waayyyy_ better than the performance issues I had before when testing this method, when trying to imagine what in the world I would do if my GPU died. Kind of makes me want to do a render challenge of trying to make a beautiful render without using my GPU at all except for display output some time. It works great for displaying massive textures too large to fit on my VRAM too.
(Pre-post edit: Actually, looks like editing geometry was never so much of an issue as previewing my large hair systems. Geometry editing is... somewhat slow, but fast enough with software rendering, but previewing the entire scene with lots of particles was ridiculously slow compared to Cycles preview with hardware OpenGL enabled until, per this video, I disabled the overlay)
I think the crashing issue you mentioned in the video is mostly a Windows thing, due to Windows not automatically allocating to the swap file when it runs out of RAM. Linux has its own issue where the entire computer can get extremely slow to the point of freezing if one has a lot of swap available and it keeps using more and more of it, but it rarely if ever outright _crashes_. Just adding more RAM can fix the issue on both Windows and Linux, though. I recently upgraded to an insane amount as I got tired of really big things using up all of it, including both Blender and other software like Cities: Skylines, as well as being tired of frequently-accessed files being slow to load. A ton of RAM makes a HUGE difference and I highly recommend it. Lots of RAM means one can run practically anything, even if it may be somewhat slow.
You know what RAM doesn't fix though? Lack of VRAM making the GPU slow to a crawl as it uses slow PCI to swap to system memory. Which, this tip will also help a lot with (as mentioned in the video) if the bottleneck is from too much geometry rather than too many textures.
Thank you very much for this tip! This will help things quite a bit.
You know, this button has been _right there_ the entire time. I wonder what other super useful things in Blender I am missing that are actually pretty obvious if one looks around the UI.
How much ram you got finally amd which one doe mhz matter
Bro even kids know that shittt 😭😭😭
I think you forgot something? not once in the video do you actually say how to do this or set this up
Of course I do, I even point a big arrow at the button you need to press! Like the title says, it's one click
Very good!!!! Could you provide subtitles? Hugs
So he just hide overlay?
And took advantage of instanced geometry, some optimizations are very simple
Great tip, but I still should upgrade my GeForce 660Ti 💀
Well, you know, if budget allows😂
Yeah but rendering them is hard
Well, rendering so much can take some more time.. Fill me in on the problems you're having? Maybe I can talk about it in a future video.
@@ChristopherFraserVFX Running out of ram is the biggest issue with forest rendering from what ive seen. Plus if you use transparent leaf images then you need to have a ton of transparency bounces too
@@ChristopherFraserVFX Blender can't take it so it just crashes when I render but its fine in the viewport
Not really
@@kooale3252 yeah for real got a 3080 ti and blender won’t even do 100 trees if it’s not lowpoly
In my imagunation this computer ram 8 💀
where did you get this Tree model ? can you please sharee it with us ? this is exact i need - Megascan dont have this. Please this would be epic. i would subscripe and everything ! help Mate 3D Community
I will have to talk about this in the future. They're made with the Sapling Tree Gen addon built right into Blender!
I agree, annoying that Megascans doesn't have any trees...
@@ChristopherFraserVFX tahnks sir ! priciate that - hope see more awesome tuts from you - sub & like
If you want to see a great way to do even bigger (distant) forests, check out th-cam.com/video/BtUS8QTsVZA/w-d-xo.html
Wait I made this vid reach 4k by one like????!!!!!
Blender's problem is optimization. It's really terrible and after years things are pretty much the same as old versions
If i will create a scene like this with thousands of trees and other props, i will use unreal engine instead of blender, this is impossible to render with blender.
It's definitely not impossible! But I can understand why you'd prefer Unreal
@@ChristopherFraserVFX unreal is sadly only for beast pcs and I am ok with that I just want to make simple 3d animations and games in future nothing movie level:)
and really thank you for this tutorial.
Improve your Blender performance with one click? No it's one of that CLICK BAIT tutorial. U CANNOT. Thanks I lost 2 min.
Turning off overlays is one click