No one asked me - Diomede posts screenshots on whatever

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  • DiomedeDiomede Posts: 12,495
    edited September 16

    Load the texture maps to the custom leaf grid.

    Save the custom grid leaf to the custom leaf browser folder.

     

    ii08 texture maps for leaf shader.jpg
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    ii09 dio test leaf grid added to browser tray.jpg
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    Post edited by Diomede on
  • DiomedeDiomede Posts: 12,495
    edited September 16

    Tree - Time to add the leaf to a tree.

    Start a new medium scene.

    Insert the default tree.

    Go to leaf tab.

    Select the default leaf.

    Click remove.  The branch should have no leaves in the preview.

    Click Add - the custom folder should be included in the menu, in my case Dio Leaves.

    Choose the saved leaf grid and accept the option for including the shader.

    Post edited by Diomede on
  • DiomedeDiomede Posts: 12,495
    edited September 16

    Default Tree with Custom Leaf - Test render

    .

     

    ii10 new plant model.jpg
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    ii11 remove default leaf.jpg
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    ii12 add new leaf and dio leaves are among the folder options.jpg
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    ii test render.jpg
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    Post edited by Diomede on
  • WendyLuvsCatzWendyLuvsCatz Posts: 31,146
    edited September 16

    you can use Philemo's cutouts to make leaves and plants of course too

    some great resources here https://www.heritagetype.com/pages/free-vintage-illustrations

    and here is one of my photos of a foxglove

    foxglove.png
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    Post edited by WendyLuvsCatz on
  • DiomedeDiomede Posts: 12,495

    OBJs for Export

    Save the tree to the custom plant preset folder.  

    Start a new scene.  Load the custom plant from the preset folder.

    Use the Assemble Room Edit Menu to convert to another modeler, in this case vertex model.

    Enter the vertex modeler and select all.  

    Untriangulate the model.

    Return to Assemble room and duplicate.

    Choose the first and enter the vertex modeler.  Do not edit the master; instead, choose create a new master.

    Select the by shading domain, choose the leaves, and delete.

    Export the trunk/branches as an obj and use the Daz Studio preset

    In assemble room, select the duplicated plant.  Enter the vertex modeler.  Create a new master.

    Select the leaves.  INVERT to select the trunk and branches.  Delete.

    Export the leaves as an OBJ using the Daz Stduio preset.

     

    jj01 make sure display is set to tree and the box for full detail mesh is checked.jpg
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    jj02 save the tree to the custom plant folder.jpg
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    kk01 convert to other modeler.jpg
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    kk02 choose vertex modeler.jpg
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    kk03 untriangulate.jpg
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    kk04 select leaves by shading domain and delete the leaves.jpg
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    kk05 leaves only.jpg
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  • DiomedeDiomede Posts: 12,495

    Test if Trunk and Leaves Fit Together in Daz Studio and if Leaves Texture Maps Correct

    Start new Studio scene

    Inport the trunk obj and use Carrara preset

    Repeat for leaves obj

    In surfaces tab, apply the IRAY uber shader to each obj

    In surfaces tab, load the diffuse map in the leaf color channel

    In the surfaces tab, load the alpha mask in the cutout opacity channel

    In the main room confirm that the alphas of the leaves appear to be working.

    Test render of leaves 

     

  • DiomedeDiomede Posts: 12,495

    NOTE - There is a standard Daz Studio Content system for folders.  The texture maps would have to go to a runtime / textures folder.

    ll01 load trunk in new daz studio scene using carrara preset.jpg
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    ll02 trunk and branches loaded.jpg
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    ll03 import the leaves and see that they fit.jpg
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    ll04 load map in diffuse.jpg
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    ll05 load cutout opacity map.jpg
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    ll11 test render to show shaders on leaf grid.jpg
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  • DiomedeDiomede Posts: 12,495
    edited September 16

    Editing the Trunk and Branches in ZBrush, 3D Coat, or similar

    The fully textured leaf canopy 'fits' the trunk and branches.  The trunk and branches can be sent to a sculpting program to make additional edits, especially creating normal maps oor displacement maps for the bark.  Speaking of bark, bark can be painted on using Substance Painter or similar.

    mm01 trunk and branches imported to zbrush.jpg
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    Post edited by Diomede on
  • DiomedeDiomede Posts: 12,495

    Reserved for ZBrush or 3DCoat

  • DiomedeDiomede Posts: 12,495

    Reserved for Substance Painter or similar

  • DiomedeDiomede Posts: 12,495

    Reserved for Final Folder Structure and Test Loading in Daz Studio and Poser

  • DiomedeDiomede Posts: 12,495

    Headwax said:

    Wow wow and wow! Thanks for all this. A veritable wiki on trees :) 

    as an aside, have you tried replicating trees on the branch tips of another tree?

    from memory you add a new shader on the tips of the mother tree branches and replicate on that shader 

    That is a good idea.  I have tried replicatin branches on a tree I tried to model in the vertex modeler but not on one converted from the plant modeler.  Thanks for the suggestion.  Worth some more experimentation.

  • DiomedeDiomede Posts: 12,495

    WendyLuvsCatz said:

    you can use Philemo's cutouts to make leaves and plants of course too

    some great resources here https://www.heritagetype.com/pages/free-vintage-illustrations

    and here is one of my photos of a foxglove

    Thank you very much for the resources.  Excellent.  Will experiment some more.

  • HeadwaxHeadwax Posts: 9,011

    Diomede said:

    Headwax said:

    Wow wow and wow! Thanks for all this. A veritable wiki on trees :) 

    as an aside, have you tried replicating trees on the branch tips of another tree?

    from memory you add a new shader on the tips of the mother tree branches and replicate on that shader 

    That is a good idea.  I have tried replicatin branches on a tree I tried to model in the vertex modeler but not on one converted from the plant modeler.  Thanks for the suggestion.  Worth some more experimentation.

    look forward to the results , wasnt my idea, many years ago someone was developing the idea as a commercial product for carrarar , never saw the light if day i think, and the user dissappeared . He used to do nice car renders , worked commercially with 3d too i think, had a sleek user name that i cant recall ! 

  • DiomedeDiomede Posts: 12,495
    edited September 22

    Here is a proof-of-concept for using a surface replicator with a Carrara plant modeler tree.  

    - I inserted a hybrid tree that I've used for other stuff and removed all the leaves, bark is a gray-ish color.

    - I added a sphere colored red.

    - I added a surface replicator and applied the sphere to the whole tree.  Seems to work as expected.

    - I then limited the surface replicator to only the 'branch2' domain.

    - The spheres replicated only on the outer branches.

    My initital thought is that replacing leaves with branches, etc, and applying to either the outer branches, branch 1 or trunk, is a viable option.

    hh01 scene with plant no leaves and a sphere and empty surface replicator.png
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    hh02 surface replicator choose plant and sphere all shading domains.png
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    hh03 replicate on all domains.jpg
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    hh04 replicate spheres only on branch 2 domain.png
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    hh05 replicated only on branch 2.jpg
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    Post edited by Diomede on
  • HeadwaxHeadwax Posts: 9,011

    very nice work Diomede

  • DiomedeDiomede Posts: 12,495
    edited October 1

    Dug this old model out of my pile of models.  It is mostly spline objects.  It was made for a monthly challenge.  Trying to break through some minor lack of creativity.  This robot needs a project.

    dd01.jpg
    800 x 600 - 28K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 12,495

  • HeadwaxHeadwax Posts: 9,011

    Diomede said:

     

    gee you must be old, that guy looks like Bruce Dern - 

    nice Bot too.

    I used to do illustration Friday for inspiration - seek and yeah shall find 

    Not sure if this is it?

    I used to be chomping at the bit to find out what the week's topic was. Then there was Monday Art day I think...

    Welcome to Illustration Friday - The Art of Education University

     

     

  • DiomedeDiomede Posts: 12,495

    Some more leaf experiments.  Here is an idea to have two leaves per Carrara leaf, each at different angles so at least one shows up in any camera angle.  Hope you can see the uvmap in the pic with the mesh.  I can't share this leaf because I got these particular oak leaves from the web for proof of concept.  If I get OK results with this approach then I will share when I use some reference leaves I took myself.

    dd02 leaves uvmap.png
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    dd03 leaves opacity map.png
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    dd04 diffuse leaf map.png
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  • DiomedeDiomede Posts: 12,495

    And here is a comparison of applying my custom dual leaf (oak leaf) to the Carrara content included oak leaf.  

    ted leaf default tree default settings carrara oak leaf.jpg
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    ted leaf default tree default settings.jpg
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  • Bunyip02Bunyip02 Posts: 5,315

    Diomede said:

    And here is a comparison of applying my custom dual leaf (oak leaf) to the Carrara content included oak leaf.  

    Looking good !!!

  • mschackmschack Posts: 330

    Nice solution!  Always wished they implemented random leaf angles...

  • DiomedeDiomede Posts: 12,495
    edited October 19

    Halloween season.  Decided to model a carved pumpkin.  Started with a sphere and used booleans, which I usually try to avoid.  Then relied on trangulate > N and the smoothing subdivide to get back to quads.  In hindsight, I did not have enough vertical sides for the pumpkin but I think the expression turned out OK.  The shaders are all procedural.

    Pumpkin 01.jpg
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    Post edited by Diomede on
  • DiomedeDiomede Posts: 12,495
    edited October 19

    And the cap fits.

    pumpkin cap fits.jpg
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    Post edited by Diomede on
  • WendyLuvsCatzWendyLuvsCatz Posts: 31,146

    Souper cheeky

    get it laugh

  • StezzaStezza Posts: 6,407
    edited October 22

    that is one cool pumpkin... yes

    my eldest granddaughter loves pumpkin soup... 

    how did you cut the top off?

    Post edited by Stezza on
  • DiomedeDiomede Posts: 12,495

    Thanks, Wendy and Stezza.  For the booleans, i used the front orthoganal camera and drew on the back drawing plane.  I drew the shape I wanted to cutout using the polyline tool.  I extruded the polyline to get a mesh for the boolean tool instead of trying to mess with the cut tool.  To make the cap fit, I saved a copy after I extruded the polyline but before I applied the boolean.  I then did the boolean twice, once for the main pumpkin and once for the cap.

  • HeadwaxHeadwax Posts: 9,011

    Diomede said:

    Thanks, Wendy and Stezza.  For the booleans, i used the front orthoganal camera and drew on the back drawing plane.  I drew the shape I wanted to cutout using the polyline tool.  I extruded the polyline to get a mesh for the boolean tool instead of trying to mess with the cut tool.  To make the cap fit, I saved a copy after I extruded the polyline but before I applied the boolean.  I then did the boolean twice, once for the main pumpkin and once for the cap.

    nice work and thanks for the detailed explication :)

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