Forum Archive › COLLAB2021 – If You Wanna Have Some Fun – NATURE FG
@ the bushes, grass, or tree makers:
Just courious how u guys handle polycount and to share my experience. What is your polycount?
Did some testing for vertex counts with different modeliing. Hard to achieve low poly wiht details (it looks ok but still high vertex count) . In this example all objects are converted to meshes, no instances, no particle systems. I think instances will save lot of geometry for a small performance drop, so this is my way to go i think.
Probably alpha planes are another option.

i think ill keep it with these flowers (exept maybe a waterlily may be made this weekend depending if it could be used)

i actually like that second one but damn that amount of vertex is high xD still its soooo good looking
been playing around with those brushes following that tutorial and its sure handy 😀

been testing out the instance collection and still not crashing of course still too high poly but its fun how we learn certain ways to create someting 🙂
@spikeyxxx Do you want me to post my model updates here or do it in discord and in my own collab homework submission?
I’d say, definitely post them in your own WIP thread (I check the Forum regularly and you’ll need it for the Homework Submission anyway), but you can also post it in Discord or even here if you want….
I’m doing the MG trees and am futzing around with leaf size to keep the number of leaves I have to have for that bushy look down and am using the sapling tree generator. Maple style leaves are kind of large anyway, and if they can be just a little bigger than natural without being huge the # of leaves can go down quite a bit. These are probably too big.
I have a lot of work to do this weekend, but this is 3638 verts:
The weird dots are because the stems aren’t intersecting with the branches. I can either make the stems longer or make the leaves overlap the Y axis a bit.
It’s not perfect. I need the trunk to separate right in the middle for that Y detail in the image, and I do think the leaves could be smaller, but it’s coming along. I’d also like a more shell like distribution to the leaves. If they were focused more along the edges of the branches I don’t think I’d need nearly so many towards the core of the tree.
@spikeyxxx – I’d like to mess with geometry nodes just a little and compare the output the the sapling generator.
I’m going to play a little myself, and look for some tutorials out there, but nodes is one of my weakest points so far in Blender.
Is there a particular tutorial you’d suggest I check out?
@spikeyxxx Don’t be scared!!! Can’t fix it if it ain’t broke. I think I found a solution after watching Bartek’s video. This gives me the distortion I wanted that makes it feel more painterly (I hope) and looks really fluid when animated. Here is the new setup I landed on:

I do not know what you are doing here:

The Noise Texture outputs a value between (about) 0.2 and 0.8 for all three RGB channels.
Then you subtract some value times 0.543 and multiply that by 0.342 and add it.
What are you doing there and why?
There are two that I found that look really promising:
Hi @wardred I think the best content is by Erindale. Maybe start here: https://www.youtube.com/watch?v=R_cQogD0KJ8&list=UUGMyyn2FdEFcDfP1wQRh5lQ&index=7
The noise texture is being added to the object coordinates to displace the voronoi texture. The sum is added to another value that animates the displacement. The subtract node is probably unnecessary for a procedural texture, but Bartek put it in his video so it’s there for good measure (it offsets the offset so your texture is still projected from the origin). The animate value could routed through a combineRGB node to control the flow direction, but I haven’t done that yet. I am sure I am doing a terrible job of explaining this so here is the video where Bartek does a much better job (with visuals and everything). He gives more or less the same demo in the wood shader chapter of the shader forge series here on CGCookie.
Ghibli bushes looks Amazing, I love them. First think I’ve try with my MG Bushes was apply Ghibli style, and they look awesome, but the problem is amount of vertices. 17k verts in one bush is too many for what we are doing ;/
I am a big fan of Bartek Skorupa!
But your math doesn’t make much sense to me (sorry):

I don’t say that it’s wrong, but it feels like there is one Node too many here…