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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.
Reducing the buggy size by 50%, run the vine plug-in, then resize to 100% worked in this piece I call "deVine Buggy".
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.
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?
It looks kind of cool, but it is so dark I can't really see what it is.
YES.... just rotate the grass before creating the vine :)
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...
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.]
Grass grows every witchyways so it looks kinda realistic I think ;)
Yeah, pretty good! But couldn't you just UltraScatter this grass?
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.
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 :)
never mind.. I see the problem is already being worked on. I'm getting my email notices late.
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
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.
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.
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.
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.
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%.
Ok, thanks for the tips. I have not tried this scale trick, yet.
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.