- We've seen some of Plant Factories powerful tools for procedural generation. Now let's look at manual sculpting with the draw tool. This is necessary if you want to direct your plant into a particular shape. The reason I'm saving it for point in the course is because I believe it's important to understand how nodes and parameters work before you get to using the draw tool. A draw tool is enabled by default when you launch Plant Factory. To draw a trunk just click on the ground plain and drag upward and I've drawn a custom shape to my plants trunk.
A trunk node is created in the graph and is connected to the root. The shape of the trunk is of course determined by the stoke that I drew in the view port. All these parameters however are still available. For example I can change the radius. Drag that increase or decrease the radius. I can play with the length as well. And as I do that notice the shape of the trunk doesn't change. If I want to draw branches it's a simple manner. The draw tool is extremely smart.
There is no branch node in the graph right now but as soon as I click on that trunk and draw suddenly a new branch node is created in the graph. And each time I draw a new branch will be created orthogonal to the current view port. That means I probably want to rotate around so I can break out the shape a bit. And a new branch node is not created the second time I draw. Instead a new primitive variation is created within the current branch node.
I'll draw a couple more just to illustrate. There's a third branch and we'll do one more up here. And I've got four branches within one branch node. Now let's open up these nodes in the graph and take a look and see what we have. The trunk has four children that are all labeled drawn child and there are four inputs to the branch node. If we select that branch node and go to the parameters to top we see the label all primitive instances.
When all primitive instances is shown up here changes that we make down in the parameters should effect all of the instances or all of the primitives. For example I can change the radius mode to user defined and then we can manually adjust the radius of all those child branches. However all of the parameters here are going to be relevant to all primitive instances. For example the length when I adjust that curiously it only effects the first branch.
The reason is that we drew all the branches and the length is determined on a per branch basis. To adjust the lengthes of the other branches we can go up to this label and from the pull down list choose one of the other variations. Variation one happens to be the second branch that I drew. Notice that the parameters are mostly grayed out and the only one I can play with here is in fact the length because that is unique to that particular branch. Likewise if I go back to the trunk node and go to its child tab we have multiple child outlets here and if we select one of the drawn child outlets notice that we don't have the parameters that we saw in procedural generation there is no way for us to determine child placement here.
Because the child placement is determined by where we drew on the parent. To adjust the child placement we'll want to use a touch up tool we'll look at that in the following movie.
In these tutorials, Aaron F. Ross shows how to get started with PlantFactory. He'll cover modeling plants and trees, sculpting plants from components, editing plant parameters, adding materials and animation effects, and rendering the results. Plus, learn how to use PlantFactory's powerful node graph to control individual properties and generate plants procedurally.
- Installing and customizing PlantFactory
- Creating plant segments with the Add tool
- Editing and blending segments
- Working with nodes in the graph
- Adding leaves
- Loading and editing materials
- Rendering plant images
- Sculpting with the Draw tool
- Pruning branches
- Modeling with the node graph
- Applying wind effects
- Exporting and importing plant models