[Beta Update] FoliageMaker plugin (1.1 beta available)

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  • barbult said:

    I tried to grow foliage on a horizontal plane. I always got this message: "No points generated. Try with a different geometry, with more resolution." So I kept creating a new plane with more resolution (divisions). It never worked, and that is a dense resolution plane in the screenshot. Does the surface to grow on have to have vertical height?

    Because branches tend to grow up (toward an hypotethical sun), put the plane on a vertical (like I did here). You can eventually rotate it down later.

     

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  • barbultbarbult Posts: 24,244

    Alessandro Mastronardi said:

    barbult said:

    I tried to grow foliage on a horizontal plane. I always got this message: "No points generated. Try with a different geometry, with more resolution." So I kept creating a new plane with more resolution (divisions). It never worked, and that is a dense resolution plane in the screenshot. Does the surface to grow on have to have vertical height?

    Because branches tend to grow up (toward an hypotethical sun), put the plane on a vertical (like I did here). You can eventually rotate it down later.

    Good suggestion, thanks for your quick responses here.

  • AnEye4ArtAnEye4Art Posts: 766
    edited September 2023

    Reducing the buggy size by 50%, run the vine plug-in, then resize to 100% worked in this piece I call "deVine Buggy".

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    Post edited by AnEye4Art on
  • Llola LaneLlola Lane Posts: 9,343

    barbult said:

    I tried to grow foliage on a horizontal plane. I always got this message: "No points generated. Try with a different geometry, with more resolution." So I kept creating a new plane with more resolution (divisions). It never worked, and that is a dense resolution plane in the screenshot. Does the surface to grow on have to have vertical height?

    I was unable to get anything to grow on my plane also... I wanted to add grass... i think it has to be a vertical item.

  • Llola LaneLlola Lane Posts: 9,343
    edited September 2023

    Llola Lane said:

    barbult said:

    I tried to grow foliage on a horizontal plane. I always got this message: "No points generated. Try with a different geometry, with more resolution." So I kept creating a new plane with more resolution (divisions). It never worked, and that is a dense resolution plane in the screenshot. Does the surface to grow on have to have vertical height?

     

    I was unable to get anything to grow on my plane also... I wanted to add grass... i think it has to be a vertical item.

    CONFIRMED... if i turn the plane vertical and move it to the ground... vines grow up it :)

    I suppose we can always lay it back down once the vine/item is grown... lol

    Post edited by Llola Lane on
  • barbultbarbult Posts: 24,244

    Llola Lane said:

    Llola Lane said:

    barbult said:

    I tried to grow foliage on a horizontal plane. I always got this message: "No points generated. Try with a different geometry, with more resolution." So I kept creating a new plane with more resolution (divisions). It never worked, and that is a dense resolution plane in the screenshot. Does the surface to grow on have to have vertical height?

     

    I was unable to get anything to grow on my plane also... I wanted to add grass... i think it has to be a vertical item.

    CONFIRMED... if i turn the plane vertical and move it to the ground... vines grow up it :)

    I suppose we can always lay it back down once the vine/item is grown... lol

    Does your grass grow in the direction you want it to be?

  • barbultbarbult Posts: 24,244

    AnEye4Art said:

    Reducing the buggy size by 50%, run the vine plug-in, then resize to 100% worked in this piece I call "deVine Buggy".

    It looks kind of cool, but it is so dark I can't really see what it is.

  • Llola LaneLlola Lane Posts: 9,343

    barbult said:

    Llola Lane said:

    Llola Lane said:

    barbult said:

    I tried to grow foliage on a horizontal plane. I always got this message: "No points generated. Try with a different geometry, with more resolution." So I kept creating a new plane with more resolution (divisions). It never worked, and that is a dense resolution plane in the screenshot. Does the surface to grow on have to have vertical height?

     

    I was unable to get anything to grow on my plane also... I wanted to add grass... i think it has to be a vertical item.

    CONFIRMED... if i turn the plane vertical and move it to the ground... vines grow up it :)

    I suppose we can always lay it back down once the vine/item is grown... lol

    Does your grass grow in the direction you want it to be?

    YES.... just rotate the grass before creating the vine :)

  • StingerStinger Posts: 321

    SimonJM said:

    Alessandro Mastronardi said:

    Stinger said:

    I tried to install FolliageMaker twice through Install Manager, and Daz Studio is telling me files don't exist.  Help!

     

     

     

     

    @Stinger hi, it looks like the DIM doesn't install the product. Contact me at [email protected] , I will help you with that.

    Didn't install for me, either - I''l drop you an email a bit later 

    Allesandro and Simon JM:  I activated the plugin, and the files appeared.  I should have tired that before I cried for help on the forum.... :) Thanks for your replies!  Time to dig in...

  • barbultbarbult Posts: 24,244
    edited September 2023

    Does the twig surface distance have units (like centimeters), or is it just kind of a relative distance?

    I made a 4 Meter cube scaled to 10% on the depth (Z) axis. I am attaching a screenshot showing the FM settings I used. I was experimenting with twig surface distance and have it set to 10. The twigs have grown on the bottom and sides, but not the front, back or top surface of the cube. I wasn't expecting that result. I thought it would be more uniform around the cube. I thought maybe I needed to increase the growth rate, but then I got very few vines.

    Is 4 Meters just too big? Perhaps so. So,  I scaled the cube down to 25% and got vines on the front, back, both sides and the bottom. But my vines seemed to be separated quite a distance from cube sides. I'm attaching a top view screenshot. I'm already at max iterations of 500.

    At 10% scale, the separation between vines and cube is even greater. I see that the yellow dot cloud is only in the areas where I later see vines. The cloud does not surround the cube, but is separate little clusters by each face of the cube. Is there a parameter I should be adjusting? Or is that just the way vines on cubes work (only on the faces). That would make sense, I guess, but I don't understand why there are those gaps between cube and vines. Is it because when I scale down the cube, the roots of the vine become so large in comparison to the cube?

    [This has become a rambling account of my experimentation in an attempt to understand how it works.]

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    Post edited by barbult on
  • Llola LaneLlola Lane Posts: 9,343

    Grass grows every witchyways so it looks kinda realistic I think ;)

    Llolas FoliageMaker Grass.png
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  • barbultbarbult Posts: 24,244

    Llola Lane said:

    Grass grows every witchyways so it looks kinda realistic I think ;)

    Yeah, pretty good!  But couldn't you just UltraScatter this grass?

  • barbultbarbult Posts: 24,244

    New wishlist item: It would be nice to have a way to cancel the FoliageMaker when I select settings that make it take a long long time. There is no cancel button, and the red X in the window didn't seem to do anything.

  • Llola LaneLlola Lane Posts: 9,343

    barbult said:

    Llola Lane said:

    Grass grows every witchyways so it looks kinda realistic I think ;)

    Yeah, pretty good!  But couldn't you just UltraScatter this grass?

    yeah.. I suppose I could... I think I have UltraScatter... seems to me this fills in better and is more random like grass... I'll have to experiment... later :)  

  • Llola LaneLlola Lane Posts: 9,343
    edited September 2023

    never mind.. I see the problem is already being worked on.  I'm getting my email notices late.

    Post edited by Llola Lane on
  • Llola LaneLlola Lane Posts: 9,343
    edited September 2023

    Llola Lane said:

    barbult said:

    Llola Lane said:

    Grass grows every witchyways so it looks kinda realistic I think ;)

    Yeah, pretty good!  But couldn't you just UltraScatter this grass?

    yeah.. I suppose I could... I think I have UltraScatter... seems to me this fills in better and is more random like grass... I'll have to experiment... later :)

    Here is FoliageMaker(L) vs Ultrascatter(R)...  I think the FM looks more realistic.. I'd need to play more... but my eyes are getting tired.  Time for b-biezzzzzz... zzzzzzz

    foliagemaker vs ultrascatter.png
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    Post edited by Llola Lane on
  • smaker1smaker1 Posts: 281

    Thanks Alessandro for this new amazing tool ! Trouble is now to find time to play with it and all the possibilities it open :-) !

  • smaker1 said:

    Thanks Alessandro for this new amazing tool ! Trouble is now to find time to play with it and all the possibilities it open :-) !

    you are welcome, have fun with it!

  • Only played with it for a while, but it's a fantastic addition to daz. Used it with an older version of daz and didn't notice any problems.

    As for the issue of deleting instances taking too long, I have that issue with several sets tha use instances; sometimes it works instantly, other times I have to force close it.

  • This suggestion is not one that I am asking to implement, but merely an idea I had: it would be cool to pick a start and end point (polygon) to grow the vine, or even several polygon on an object so the vines follow a predefined path.
  • SimonJMSimonJM Posts: 5,982

    Not sure if it has been mentioned in the thread or not, but ... if you spark this tool up and when you hit the 'go button' it does not seem to work (it does not seem to grow roots), then try using the 'custom option' instead of the default 'automatic' ( a pair of radio buttons at the top of the parameter). You can them move and place the loaded item at a location closer/on to the geometry of your choice. After positioning select the geometry item again and press the 'go button', it should then work.

  • SimonJM said:

    Not sure if it has been mentioned in the thread or not, but ... if you spark this tool up and when you hit the 'go button' it does not seem to work (it does not seem to grow roots), then try using the 'custom option' instead of the default 'automatic' ( a pair of radio buttons at the top of the parameter). You can them move and place the loaded item at a location closer/on to the geometry of your choice. After positioning select the geometry item again and press the 'go button', it should then work.

    Absolutely. As I demonstrated in the YT tutorial, if the foliage roots are automatic and happen to be in a location too distant from any geometry to graps on, then nothing will be generated. The root needs to be adjacent or in proximity to a valid geometry.

  • Anthony_ChristianAnthony_Christian Posts: 43
    edited September 2023

    I can't figure out how to load the root prop? When I click the file to add it, nothing appears. 

    Edit: Nevermind, a little tinkering in the custom option created one for me. Love, love, love.

    Post edited by Anthony_Christian on
  • ArtiniArtini Posts: 9,458
    edited September 2023

    Yes, this root prop is great and works well on some simple objects (primitives).

    Could not figure it out, why it does not work on a little more complex object

    like some simple tree without the leaves.

    Moving root prop up does not make any change - foliage always grew from the base.

    Just wonder about a valid geometry - how to know if object is suitable for Foliage Maker plugin.

    ARLC Horn C from https://www.daz3d.com/ancient-ruins--lost-civilization

    does not work for me with custom option.

    Post edited by Artini on
  • Artini said:

    Yes, this root prop is great and works well on some simple objects (primitives).

    Could not figure it out, why it does not work on a little more complex object

    like some simple tree without the leaves.

    Moving root prop up does not make any change - foliage always grew from the base.

    Just wonder about a valid geometry - how to know if object is suitable for Foliage Maker plugin.

    ARLC Horn C from https://www.daz3d.com/ancient-ruins--lost-civilization

    does not work for me with custom option.

    If you have a tree, for example, you most likely have a geometry that is open at the base (where the tree bark starts). In this case the FoliageMaker root point will fail, if put at the cavity. You need to put it close to the bark surface.

  • @Artini, so basically how I did it here.

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  • Artini said:

    Yes, this root prop is great and works well on some simple objects (primitives).

    Could not figure it out, why it does not work on a little more complex object

    like some simple tree without the leaves.

    Moving root prop up does not make any change - foliage always grew from the base.

    Just wonder about a valid geometry - how to know if object is suitable for Foliage Maker plugin.

    ARLC Horn C from https://www.daz3d.com/ancient-ruins--lost-civilization

    does not work for me with custom option.

    I don't have this asset but one issue I will work out for next update is handling of very small or very large objects. With those it looks like points generation gets too far from the surface  (@Barbuit noticed that too) and that can affect the growth. For now, if the object scale is too large, try to scale it down, grow the foliage and then scale it back at 100%.

  • ArtiniArtini Posts: 9,458

    Ok, thanks for the tips. I have not tried this scale trick, yet.

     

  • AnEye4ArtAnEye4Art Posts: 766
    edited September 2023

    This is a test I did on USC bridge: I had to shrink the bridge down to 10% (any thing higher did not work for me) and move the bridge above 0 on the Y axis because the vines will not grow below -0. It was important to copy the bridge original Y location after shrinking it to 10% so that I can put it back, then ran the vines, then paste the copied Y axis back. When I was happy with the vines I enlarged the bridge back to 100%. The hardest part was getting leaves size relative to the bridge correct - foliage/instance size of 0.37 worked for me here. I also wanted the vines to hug the bridge surface more but 'twig surface distance' setting will not allow a setting below 1.

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    Post edited by AnEye4Art on
  • AnEye4Art said:

    This is a test I did on USC bridge: I had to shrink the bridge down to 10% (any thing higher did not work for me) and move the bridge above 0 on the Y axis because the vines will not grow below -0. It was important to copy the bridge original Y location after shrinking it to 10% so that I can put it back, then ran the vines, then paste the copied Y axis back. When I was happy with the vines I enlarged the bridge back to 100%. The hardest part was getting leaves size relative to the bridge correct - foliage/instance size of 0.37 worked for me here. I also wanted the vines to hug the bridge surface more but 'twig surface distance' setting will not allow a setting below 1.

    thanks for sharing your settings. Render is a bit too dark though.

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