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    The Blender Tree Generator

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    • michaliszissiouM Offline
      michaliszissiou
      last edited by

      Thanks for the kind comments.
      About the skp file:
      It looks heavy ~15Mb for downloading. It's not that huge though, I just don't use components.
      I tested another skp tree, full of components ~400kb downloading. It behaves heavily in SU making rather impossible to load 10-20 such trees. It won't happen with the one a shared.
      @andybot
      http://forums.sketchucation.com/viewtopic.php?f=323&t=33448&p=372812#p372812
      TIG's obj exporter thread.

      1. SU exports non welded vertices as obj. Import in blender/edit mode, select all, delete double verts (under the [W] menu). This welds all verts.
      2. The ruby addon, remove inner faces. Very useful to kill non manifolds at once.
      3. be aware of the inverted faces in SU (the blue ones), you may fix it in blender but will mess the exported SU UVs.
      4. SU uses ngons internally and exports triangulated meshes. Terrible topology for subdivisions, displacements etc. The funny thing is that new builds of blender 2.62/bmesh implemented these ngons too. You have knifes, push pulls, insets (SU F tool), arcs etc . And some terrible topology in the end. If you're going for displacements, subdivisions, sculpting.
        So, don't subdivide SU meshes. Just render them, apply better textures, unwrapping, materials for rendering (cycles), bumps. But never subdivide, it's logically impossible. You may retopo all these but not practical for archi vis projects.
      5. Components: Explode them before it's too late 😆
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      • andybotA Offline
        andybot
        last edited by

        @michaliszissiou said:

        1. SU exports non welded vertices as obj. Import in blender/edit mode, select all, delete double verts (under the [W] menu). This welds all verts.

        nice, this sounds like the answer I'm looking for, thanks!

        @unknownuser said:

        1. SU uses ngons internally and exports triangulated meshes. Terrible topology for subdivisions, displacements etc. The funny thing is that new builds of blender 2.62/bmesh implemented these ngons too. You have knifes, push pulls, insets (SU F tool), arcs etc . And some terrible topology in the end. If you're going for displacements, subdivisions, sculpting.

        I've found the Blender command to convert triangulated faces to quads works very well for providing good topology. Once I do that I can modify and subdivide at my leisure. The only thing it does funky is large planes, so I triangulate and make those more regular before exporting.

        http://charlottesvillearchitecturalrendering.com/

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        • pilouP Offline
          pilou
          last edited by

          Amazon---ing! 😎

          Frenchy Pilou
          Is beautiful that please without concept!
          My Little site :)

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          • michaliszissiouM Offline
            michaliszissiou
            last edited by

            Increasing transparent bounces in cycles.
            It took 1:50 hour to render. A cycles render, right? Monet's paintings? 😆

            http://dl.dropbox.com/u/24090090/TransMax64H.jpg

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            • pilouP Offline
              pilou
              last edited by

              Gorgeous! ☀

              Frenchy Pilou
              Is beautiful that please without concept!
              My Little site :)

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              • michaliszissiouM Offline
                michaliszissiou
                last edited by

                Another one,
                Using particles/weight painting. A better technic and a bit time consuming.
                But, render time ~2 mins

                http://dl.dropbox.com/u/24090090/otree%231.jpg

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                • andybotA Offline
                  andybot
                  last edited by

                  nice work! Is this a blender file you can share? I am still trying to wrap my head around some of these concepts.

                  http://charlottesvillearchitecturalrendering.com/

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                  • michaliszissiouM Offline
                    michaliszissiou
                    last edited by

                    Thank you pilou, andybot.
                    Of course, what file do you need? A tree?
                    Are you familiar with how to relink textures? Cycles is still under development.
                    Why don't you register in http://blenderartists.org/forum/index.php?
                    Not very polite blenderheads 🤣 , but you may find lot of help.

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                    • andybotA Offline
                      andybot
                      last edited by

                      Michalis, that would be great! The things that interest me are - how you are texturing the leaves, what setting you are using for the tree generator (all the branching parameters, etc.), and what settings do you have for cycles. I think I have a decent understanding regarding texture links, etc. If you have a file with a tree and the cycles setup, that would be

                      http://charlottesvillearchitecturalrendering.com/

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                      • michaliszissiouM Offline
                        michaliszissiou
                        last edited by

                        @unknownuser said:

                        I think I have a decent understanding regarding texture links, etc.

                        This "decent" is what fears me 😆
                        Cycles isn't that decent, you see.
                        Use the official blender 2.62
                        http://www.blender.org/download/get-blender/
                        Download it before it's too late, newer builds made things upside down
                        Watched the tutorial? http://vimeo.com/27668302
                        Here a blender tree (blend file, link the textures)
                        http://dl.dropbox.com/u/24090090/testBlendtree.zip
                        In recent builds, r45308 from http://www.graphicall.org/ , you don't need separate masks, a transparent png works fine. But, tree generator is broken.

                        About UV maps on foliage. Tree generator, when using rectangular leaves, has automatically generated them. Apply a shader in cycles node system, image (link it) and that's all.

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                        • andybotA Offline
                          andybot
                          last edited by

                          So is the tree generator a different plugin than "Sapling"? Looks like the tree is a mesh, not a curve. Is there something obvious I'm missing or is there anothter add-on that needs to be installed?

                          Edit - oh, never mind - it's just converted to mesh from a curve...
                          I guess I'd like to see the curve settings you have for your tree.

                          http://charlottesvillearchitecturalrendering.com/

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                          • michaliszissiouM Offline
                            michaliszissiou
                            last edited by

                            No, sapling is the name of the addon.
                            Curves have to be converted to real geometry before unwrapping. Watch the tutorial! It's a good one.
                            Go to prefs first and enable it.

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                            • E Offline
                              Ecuadorian
                              last edited by

                              Amazing.

                              Just wondering... Why do you prefer TIG's obj-out instead of Collada? I see Blender can now import Collada.

                              -Miguel Lescano
                              Subscribe to my house plans YouTube channel! (30K+ subs)

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                              • pilouP Offline
                                pilou
                                last edited by

                                About import obj
                                There is free one here (bottom page) some biggest than the Tig one ; (11 megas against 13 kb 💚
                                But very more speedy, useful for the very big files!

                                Frenchy Pilou
                                Is beautiful that please without concept!
                                My Little site :)

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                                • michaliszissiouM Offline
                                  michaliszissiou
                                  last edited by

                                  @Pilou
                                  This is an obj importer, right?
                                  Tig's exporter is very fast and works beautifully on very dense and complicated models.
                                  For importing to SU, 3ds format, despite its limitations, works fine.
                                  (max single mesh 64 K faces, max texture name 8 digits, it is also broken in latest SU build. I use SU 7 for importing)
                                  Why to import? Using SU just as a modeler and export, is more interesting after all.

                                  @Ecuadorian
                                  Have you tried to import collada to latest blender 2.62? You'll get an empty space.

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                                  • S Offline
                                    sepo
                                    last edited by

                                    Looks great and the rendering of instances looks amazingly fast.

                                    1 Reply Last reply Reply Quote 0
                                    • michaliszissiouM Offline
                                      michaliszissiou
                                      last edited by

                                      Thank you sid.
                                      3 mins isn't great, it's a CPU render, using NVIDIA GeForce GTX 560 Ti, CUDA render, 56 seconds!

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                                      • simon le bonS Offline
                                        simon le bon
                                        last edited by

                                        Dear Michalis, dear all,

                                        what amazing trees and work 👍 👍

                                        As I'm finally learning Blender (!), I'm at the first level interested by this very instructive thread ++

                                        (!)SU + Blender = war machine)

                                        Re: The Blender Tree Generator
                                        http://forums.sketchucation.com/viewtopic.php?f=179&t=44345#p395545

                                        @michaliszissiou said:

                                        Thanks for the kind comments.
                                        About the skp file:
                                        It looks heavy ~15Mb for downloading. It's not that huge though, I just don't use components.
                                        I tested another skp tree, full of components ~400kb downloading. It behaves heavily in SU making rather impossible to load 10-20 such trees. It won't happen with the one a shared.
                                        @andybot
                                        http://forums.sketchucation.com/viewtopic.php?f=323&t=33448&p=372812#p372812
                                        TIG's obj exporter thread.

                                        1. SU exports non welded vertices as obj. Import in blender/edit mode, select all, delete double verts (under the [W] menu). This welds all verts.
                                        2. The ruby addon, remove inner faces. Very useful to kill non manifolds at once.
                                        3. be aware of the inverted faces in SU (the blue ones), you may fix it in blender but will mess the exported SU UVs.
                                        4. SU uses ngons internally and exports triangulated meshes. Terrible topology for subdivisions, displacements etc. The funny thing is that new builds of blender 2.62/bmesh implemented these ngons too. You have knifes, push pulls, insets (SU F tool), arcs etc . And some terrible topology in the end. If you're going for displacements, subdivisions, sculpting.
                                          So, don't subdivide SU meshes. Just render them, apply better textures, unwrapping, materials for rendering (cycles), bumps. But never subdivide, it's logically impossible. You may retopo all these but not practical for archi vis projects.
                                        5. Components: Explode them before it's too late 😆

                                        I've experienced some difficulty to find the Wikii Inner faces Remover you are talking about.I was remembering this inner faces remover but too vaguely to be able to find it on the forums and have found it into my downloaded plugins repertory. It is not referenced as a normal plugin but it is a reply from Wikii to a Pilou's request.

                                        So here are the links :

                                        Pilou _ [Plugin] Internal surfaces
                                        http://forums.sketchucation.com/viewtopic.php?f=180&t=12668&p=92295#p92295

                                        Wikii remove_inner_faces.zip
                                        http://forums.sketchucation.com/viewtopic.php?f=180&t=12668&p=92295#p92295

                                        Simon

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                                        • TIGT Offline
                                          TIG Moderator
                                          last edited by

                                          My SolidSolver tool might also fix your non-manifold 'inner partition faces' issues [and small holes/flaps etc]
                                          It only works on groups mind - so if it's a component you need to edit it, select all, and group temporarily... once fixed you can explode the group and the containing component should then be manifold too ?

                                          TIG

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                                          • simon le bonS Offline
                                            simon le bon
                                            last edited by

                                            Nice usage of these tools untested until now 😄

                                            tt_solid_inspector.rb

                                            http://i274.photobucket.com/albums/jj245/Spendauballet/SketchUp/tmtm_SolidInspector.jpg

                                            http://i274.photobucket.com/albums/jj245/Spendauballet/SketchUp/tmtm_SolidInspector_menu.jpg

                                            TIG-solidsolver.rb

                                            @tig said:

                                            Parts are based on ThomThom's 'solid_inspector' tool which can also be
                                            used prior to this tool, so that you get a better understanding of what
                                            is wrong with your Non-Solid Group...

                                            Name: TIG-solidsolver.rb

                                            Menu: 'Tools' > 'SolidSolver'

                                            Usage: [Note this works on v8/Pro only]

                                            Please note that all instances of the group are solved together even if only one is selected. (So I've been obliged to explode one copy of the invalid solid group to keep the errors of the group on the same picture as the one solved)

                                            http://i274.photobucket.com/albums/jj245/Spendauballet/SketchUp/TIG_SolidSolver.jpg

                                            Wikii remove_inner_faces.zip

                                            http://i274.photobucket.com/albums/jj245/Spendauballet/SketchUp/RemoveInnerFaces_2.jpg

                                            😎Simon

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