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These are the user uploaded subtitles that are being translated: 1 00:00:06,733 --> 00:00:07,533 hello everyone 2 00:00:07,533 --> 00:00:10,200 and welcome to class No. 8 of new can digital 3 00:00:10,200 --> 00:00:11,200 environments 4 00:00:11,200 --> 00:00:13,066 and in the previous class we uh 5 00:00:13,066 --> 00:00:15,433 kind of finished the balcony and shading it 6 00:00:15,666 --> 00:00:17,366 and it was ready to be used 7 00:00:17,366 --> 00:00:20,466 uh we started building some pots to put plants in 8 00:00:20,600 --> 00:00:22,133 and uh in this class 9 00:00:22,133 --> 00:00:24,500 I want to devote most of the class to uh 10 00:00:24,500 --> 00:00:27,900 creating plants using a fantastic software called Speed 11 00:00:27,900 --> 00:00:29,400 Tree that I use a lot 12 00:00:29,733 --> 00:00:31,133 and is very helpful 13 00:00:31,133 --> 00:00:34,366 uh for adding detail to matte paintings to uh 14 00:00:34,366 --> 00:00:35,800 C G environments 15 00:00:35,800 --> 00:00:36,833 and to comps 16 00:00:37,000 --> 00:00:39,500 uh because it makes the very tedious 17 00:00:39,566 --> 00:00:42,866 task of modelling plants from scratch 18 00:00:43,166 --> 00:00:45,200 very easy and straightforward 19 00:00:45,300 --> 00:00:48,666 so if you have taken my speed 3 course 20 00:00:48,666 --> 00:00:50,400 at Ethics PhD last year 21 00:00:50,400 --> 00:00:52,433 then things will be very clear 22 00:00:52,566 --> 00:00:54,666 to you as we build a plant 23 00:00:54,666 --> 00:00:55,800 species here 24 00:00:55,900 --> 00:00:58,133 but even if you've never seen this software before 25 00:00:58,133 --> 00:01:01,033 and this is the first time you even get your eyes on it 26 00:01:01,100 --> 00:01:03,000 uh if you just follow with me 27 00:01:03,000 --> 00:01:04,700 I promise to be uh 28 00:01:05,066 --> 00:01:07,666 clear and simple and to guide you through 29 00:01:07,666 --> 00:01:09,766 and what we wanna do is basically 30 00:01:09,800 --> 00:01:11,800 uh create one type of plant 31 00:01:11,800 --> 00:01:14,100 then we'll use two other um 32 00:01:14,100 --> 00:01:17,433 preset plants so that we can have some variety 33 00:01:17,566 --> 00:01:21,566 but even when we create one type of plant in Speed Tree 34 00:01:21,666 --> 00:01:23,800 it's extremely easy to generate 35 00:01:23,900 --> 00:01:27,033 uh basically infinite variations of the same plant 36 00:01:27,166 --> 00:01:28,966 and when I look at the uh 37 00:01:28,966 --> 00:01:30,566 uh balcony shots 38 00:01:31,066 --> 00:01:32,766 the the actual balcony 39 00:01:32,900 --> 00:01:36,166 um what I see a lot of these plants 40 00:01:36,166 --> 00:01:37,733 this kind of well 41 00:01:37,733 --> 00:01:39,133 I'm not a botanical expert 42 00:01:39,133 --> 00:01:40,833 so I don't know how they're called 43 00:01:40,900 --> 00:01:42,366 but uh this uh 44 00:01:42,400 --> 00:01:44,300 kind of slim trunk 45 00:01:44,500 --> 00:01:47,000 and these palm like uh leaves 46 00:01:47,000 --> 00:01:48,333 and they're quite a few of them 47 00:01:48,333 --> 00:01:50,300 and I thought this could be a good candy that 48 00:01:50,300 --> 00:01:52,200 to create from scratch 49 00:01:52,200 --> 00:01:53,566 it's got a nice shape 50 00:01:53,566 --> 00:01:55,733 and since we see kind of most of 51 00:01:55,733 --> 00:01:57,866 the balcony passing by pretty quick 52 00:01:57,866 --> 00:02:00,366 I think that this kind of shape of plants 53 00:02:00,366 --> 00:02:01,300 could work for us 54 00:02:01,300 --> 00:02:03,566 and we can create a several variations 55 00:02:03,566 --> 00:02:05,866 bring them into Maya 56 00:02:06,066 --> 00:02:07,066 and that will do it 57 00:02:07,066 --> 00:02:08,633 the later part of the 58 00:02:08,766 --> 00:02:09,700 of the class 59 00:02:09,700 --> 00:02:13,000 so as we look at this as reference 60 00:02:13,166 --> 00:02:14,866 we can get started 61 00:02:15,133 --> 00:02:16,200 in Speed Tree 62 00:02:16,200 --> 00:02:18,866 so let's start by creating a new 63 00:02:20,300 --> 00:02:22,166 seen or new plant 64 00:02:22,600 --> 00:02:25,200 and you see that now the viewer has changed 65 00:02:25,300 --> 00:02:27,333 and you can rotate around 66 00:02:27,333 --> 00:02:30,233 the viewer simply by using your left mouse button 67 00:02:30,333 --> 00:02:32,066 and if you hold out 68 00:02:32,066 --> 00:02:34,133 you can pan around 69 00:02:34,133 --> 00:02:37,033 and that's about as much as you need to um 70 00:02:37,200 --> 00:02:39,066 go around the viewport 71 00:02:39,533 --> 00:02:41,133 now the very first thing 72 00:02:41,133 --> 00:02:43,600 you wanna do before we even start 73 00:02:43,600 --> 00:02:44,933 and that's very important 74 00:02:44,933 --> 00:02:47,366 is you wanna switch from simple mode 75 00:02:47,366 --> 00:02:48,866 to complete mode 76 00:02:49,366 --> 00:02:52,366 uh because simple mode is only giving you uh a very 77 00:02:52,366 --> 00:02:55,100 small percentage of the parameters that you can use 78 00:02:55,100 --> 00:02:57,300 it's made to get you started easily 79 00:02:57,300 --> 00:03:01,233 but we we wanna be able to access all the parameters 80 00:03:01,333 --> 00:03:02,266 and settings 81 00:03:02,266 --> 00:03:04,900 so don't forget to change it to complete mode 82 00:03:05,500 --> 00:03:07,100 and we have a tree base 83 00:03:07,100 --> 00:03:09,166 this is just a top node 84 00:03:09,166 --> 00:03:12,033 and this is a node software just like nuke 85 00:03:12,400 --> 00:03:13,966 and what we wanna create in 86 00:03:13,966 --> 00:03:15,733 the next node will be the trunk 87 00:03:15,733 --> 00:03:19,100 so we can hover over these when it's selected right 88 00:03:19,100 --> 00:03:20,200 mouse click 89 00:03:20,333 --> 00:03:22,333 say add geometry to selected 90 00:03:22,333 --> 00:03:23,300 and we have a 91 00:03:24,066 --> 00:03:25,400 a lot of possibilities 92 00:03:25,400 --> 00:03:27,100 some of them already preset 93 00:03:27,100 --> 00:03:29,000 we wanna start with the simplest 94 00:03:29,200 --> 00:03:30,533 possible geometry 95 00:03:30,533 --> 00:03:32,266 and that would be a simple spike 96 00:03:32,300 --> 00:03:35,400 which looks just like an elongated cone 97 00:03:35,466 --> 00:03:38,866 now there is a little man there holding a ruler um 98 00:03:38,866 --> 00:03:39,933 this is used uh 99 00:03:39,933 --> 00:03:40,533 it's useful 100 00:03:40,533 --> 00:03:43,733 if you are creating a whole variety of trees and plants 101 00:03:43,733 --> 00:03:46,266 and you want them all to be in the same scale 102 00:03:46,566 --> 00:03:47,466 for our purpose 103 00:03:47,466 --> 00:03:48,466 it really doesn't matter 104 00:03:48,466 --> 00:03:50,066 we can use any scaling 105 00:03:50,066 --> 00:03:53,366 will rescale it anyway when we import into Maya 106 00:03:53,366 --> 00:03:54,900 so we can ignore the little guy 107 00:03:54,900 --> 00:03:57,900 cause obviously our little plant is gigantic right now 108 00:03:57,900 --> 00:03:59,200 it doesn't really matter 109 00:03:59,200 --> 00:04:01,066 um but let's look at numbers here 110 00:04:01,066 --> 00:04:02,566 so let's go to spine 111 00:04:02,900 --> 00:04:04,366 spine is basically 112 00:04:04,366 --> 00:04:06,866 everything that goes along the lens of the plant 113 00:04:06,900 --> 00:04:10,433 and we can close this curve window here and also 114 00:04:11,533 --> 00:04:12,366 close this down 115 00:04:12,366 --> 00:04:14,166 so we have a bit more space here 116 00:04:14,300 --> 00:04:15,400 the length is 20 117 00:04:15,400 --> 00:04:17,166 let's keep it like this 118 00:04:17,666 --> 00:04:19,166 but let's make it thinner 119 00:04:19,166 --> 00:04:20,500 so we go to branch 120 00:04:20,500 --> 00:04:22,766 which is everything that has to do with the 121 00:04:22,766 --> 00:04:25,000 circumference of um 122 00:04:25,400 --> 00:04:27,733 the trunk and let's reduce it to 123 00:04:27,733 --> 00:04:29,566 say point 45 124 00:04:29,766 --> 00:04:30,766 so it's thinner 125 00:04:30,766 --> 00:04:33,900 now we don't want it to be so spiky at the end 126 00:04:33,900 --> 00:04:35,600 so we can control the width 127 00:04:35,600 --> 00:04:37,700 along the length using the curve here 128 00:04:37,700 --> 00:04:38,900 so when we click on it 129 00:04:38,900 --> 00:04:40,900 we get a larger version here 130 00:04:40,933 --> 00:04:42,466 and we can lift the end 131 00:04:43,133 --> 00:04:45,700 so that he doesn't feel too much 132 00:04:46,133 --> 00:04:47,300 like a spike 133 00:04:47,466 --> 00:04:49,133 still has some tapering 134 00:04:49,133 --> 00:04:52,833 but not ending in a really pointy and and 135 00:04:53,200 --> 00:04:54,533 that's better okay 136 00:04:54,533 --> 00:04:55,466 so this is of course 137 00:04:55,466 --> 00:04:57,200 looking very straight and mechanical 138 00:04:57,200 --> 00:04:58,966 we want to add some jitter 139 00:04:59,400 --> 00:05:00,866 into the length of the 140 00:05:00,900 --> 00:05:01,666 of the strong 141 00:05:01,666 --> 00:05:03,633 so let's go back to spine 142 00:05:03,766 --> 00:05:06,000 and we want to turn on 143 00:05:06,466 --> 00:05:07,566 percher banks 144 00:05:08,966 --> 00:05:11,700 I can never pronounce these word right 145 00:05:11,800 --> 00:05:13,100 let's turn it on 146 00:05:13,100 --> 00:05:15,000 and this will add some jitter 147 00:05:15,100 --> 00:05:16,733 not exactly the type we want 148 00:05:16,733 --> 00:05:19,900 so let's change a few parameters here 149 00:05:20,466 --> 00:05:26,266 let's increase the disturbance to about 1.14 150 00:05:26,733 --> 00:05:29,133 we're not seeing still any big change 151 00:05:29,133 --> 00:05:30,633 but we'll see in a moment 152 00:05:30,733 --> 00:05:34,100 and we can increase the jink frequency 153 00:05:34,100 --> 00:05:35,900 but this is getting really twisted 154 00:05:35,900 --> 00:05:37,466 much more than we want 155 00:05:37,700 --> 00:05:41,666 let's reduce the jink amount to very small 156 00:05:41,666 --> 00:05:44,266 let's say 0.04 157 00:05:44,866 --> 00:05:47,000 so we still have something in there 158 00:05:47,000 --> 00:05:50,533 but we're generally going straight and not twisted 159 00:05:50,533 --> 00:05:52,566 and we can play with the Jing frequency 160 00:05:52,566 --> 00:05:54,300 now one thing you can see 161 00:05:54,700 --> 00:05:56,100 um very clearly 162 00:05:56,500 --> 00:05:58,366 is that it's a bit too broken 163 00:05:58,366 --> 00:06:00,733 a bit too straight and that's probably because we 164 00:06:00,733 --> 00:06:02,766 don't have enough subdivision 165 00:06:02,800 --> 00:06:05,100 we can click shift s 166 00:06:06,500 --> 00:06:07,533 to see the mesh 167 00:06:07,533 --> 00:06:09,400 you can also do it from here 168 00:06:09,400 --> 00:06:11,300 just enable scribed 169 00:06:12,466 --> 00:06:16,166 same thing and now we can see the mesh overlaid 170 00:06:16,166 --> 00:06:18,466 and it's very clear that we don't have enough 171 00:06:18,466 --> 00:06:19,133 subdivision 172 00:06:19,133 --> 00:06:20,566 especially on the length 173 00:06:20,566 --> 00:06:24,000 so we wanna go to the segments part 174 00:06:24,666 --> 00:06:28,166 and we want to increase the subdivision on the length 175 00:06:28,166 --> 00:06:30,966 let's say three times more to 60 176 00:06:31,133 --> 00:06:33,300 and you can already see it go smoother 177 00:06:33,500 --> 00:06:36,233 and maybe the radio to 12 178 00:06:36,666 --> 00:06:39,200 and we can increase the accuracy 179 00:06:39,200 --> 00:06:40,533 let's say 200 180 00:06:40,533 --> 00:06:42,433 and that will create more 181 00:06:43,500 --> 00:06:46,700 jink movement or pertrubans 182 00:06:47,700 --> 00:06:50,800 and then we can go back here and just play with it 183 00:06:50,800 --> 00:06:53,600 until we get something we like 184 00:06:53,600 --> 00:06:55,133 don't forget that at some point 185 00:06:55,133 --> 00:06:57,900 we're going to randomly generate more variation 186 00:06:57,900 --> 00:07:00,100 so every time you click on the random button 187 00:07:00,133 --> 00:07:01,466 basically everything 188 00:07:02,066 --> 00:07:04,866 um changes according to these parameters 189 00:07:05,100 --> 00:07:06,400 so we can turn off 190 00:07:06,400 --> 00:07:09,000 the ascribed or the overlay of the mesh 191 00:07:09,000 --> 00:07:10,400 and the one thing um 192 00:07:10,400 --> 00:07:12,066 you know it's got some nice um 193 00:07:12,066 --> 00:07:14,633 kind of movement along the spine 194 00:07:15,266 --> 00:07:17,566 but the one thing is missing is a bit more 195 00:07:17,566 --> 00:07:19,033 you know uneven surface 196 00:07:19,333 --> 00:07:21,100 we can use some displacement here 197 00:07:21,100 --> 00:07:22,900 so let's go to displacement 198 00:07:23,200 --> 00:07:24,900 we don't need any kind of texture 199 00:07:24,900 --> 00:07:26,766 we can just use the default noise 200 00:07:26,766 --> 00:07:30,100 let's change the amount to 1.7 201 00:07:30,566 --> 00:07:32,633 and this is breaking up 202 00:07:33,933 --> 00:07:35,400 the surface nicely 203 00:07:35,500 --> 00:07:37,100 and that's basically all we need 204 00:07:37,100 --> 00:07:38,866 the next thing we can go 205 00:07:39,300 --> 00:07:41,866 and do is apply a texture to it 206 00:07:41,966 --> 00:07:44,466 that will help us view things better 207 00:07:44,466 --> 00:07:46,600 so you've got a few textures 208 00:07:46,766 --> 00:07:49,400 in the files that came with the class 209 00:07:49,733 --> 00:07:51,700 um wherever you put them 210 00:07:51,900 --> 00:07:53,566 let's go and grab one of them 211 00:07:53,566 --> 00:07:55,500 so we click on this little plus here 212 00:07:55,500 --> 00:07:58,166 we wanna be in the materials tab by the way 213 00:07:58,166 --> 00:07:59,500 not in color sets 214 00:07:59,933 --> 00:08:02,066 click on the plus here 215 00:08:02,300 --> 00:08:04,266 and we can browse to where they are 216 00:08:04,266 --> 00:08:06,800 and we wanna load the Bark JPEG 217 00:08:07,600 --> 00:08:09,266 and when we load that 218 00:08:09,266 --> 00:08:13,233 you see that it automatically loaded also the um 219 00:08:13,333 --> 00:08:14,433 the normal map 220 00:08:15,600 --> 00:08:17,733 so that's what we have for this 221 00:08:17,733 --> 00:08:19,500 and we can take this little hand here 222 00:08:19,500 --> 00:08:21,800 is simply drag and drop over the spine 223 00:08:21,800 --> 00:08:23,766 now it's asking us if we want to replace 224 00:08:23,766 --> 00:08:25,500 the branch material or the cap 225 00:08:25,500 --> 00:08:26,166 we want both 226 00:08:26,166 --> 00:08:27,633 so let's do branch 227 00:08:27,933 --> 00:08:30,333 and let's drag again and do cap 228 00:08:30,333 --> 00:08:32,700 cap is basically the little piece 229 00:08:33,500 --> 00:08:34,966 that's put at the end 230 00:08:35,000 --> 00:08:37,700 just so that we don't have a white cap over there 231 00:08:37,700 --> 00:08:39,833 sometimes it's visible in Maya 232 00:08:40,100 --> 00:08:41,766 so that's about it 233 00:08:41,800 --> 00:08:43,900 if we turn off the displacement again 234 00:08:43,900 --> 00:08:46,233 you see that it kind of feels smoother 235 00:08:46,300 --> 00:08:48,666 especially if you look at the silhouette of the line 236 00:08:48,666 --> 00:08:50,966 so even though we're getting now 237 00:08:51,133 --> 00:08:52,466 bump maps and 238 00:08:53,466 --> 00:08:57,033 and the normal maps which help make it feel more rough 239 00:08:57,066 --> 00:08:59,566 you really need a little bit of displacement there 240 00:08:59,566 --> 00:09:01,800 to break the actual silhouette 241 00:09:01,800 --> 00:09:04,200 so the trunk is uh basically done 242 00:09:04,200 --> 00:09:05,066 let's move on 243 00:09:05,066 --> 00:09:06,333 to doing the leaves 244 00:09:06,333 --> 00:09:08,800 let's make sure the trunk is selected 245 00:09:08,900 --> 00:09:12,800 and over over 8 right click at geometry to selected 246 00:09:13,000 --> 00:09:17,000 and this time we're gonna go to France and use 247 00:09:17,200 --> 00:09:19,600 stems with leaves and I'll explain in the moment 248 00:09:19,600 --> 00:09:21,433 so we've got these um 249 00:09:21,733 --> 00:09:23,666 basically we've got two things here 250 00:09:23,666 --> 00:09:25,166 if you look 251 00:09:25,300 --> 00:09:26,466 at those uh 252 00:09:26,466 --> 00:09:29,700 we've got these little branches that come out 253 00:09:29,700 --> 00:09:31,466 and they're supposed to be the stems 254 00:09:31,566 --> 00:09:33,666 and we've got this elongated 255 00:09:33,700 --> 00:09:35,733 rectangles and they're the fronds 256 00:09:35,733 --> 00:09:39,166 and if you select the fronds and go to 257 00:09:39,400 --> 00:09:41,000 geometry types 258 00:09:41,100 --> 00:09:44,400 you see that both branch and frond are enabled 259 00:09:44,400 --> 00:09:46,466 if we disable the branch 260 00:09:47,166 --> 00:09:49,366 we only get those rectangles 261 00:09:49,366 --> 00:09:51,333 and that's basically what we want 262 00:09:51,333 --> 00:09:54,300 we want just these to create those kind of elongated 263 00:09:54,300 --> 00:09:55,400 flat leaves 264 00:09:55,766 --> 00:09:58,266 um so we can keep the branch turned off 265 00:09:58,266 --> 00:10:00,433 but now of course as you see 266 00:10:00,566 --> 00:10:02,800 they are not reaching all the way to the end 267 00:10:02,800 --> 00:10:04,266 if I turn back the branches or 268 00:10:04,266 --> 00:10:07,266 because the way they're set up originally is to start 269 00:10:07,900 --> 00:10:09,600 not not where the brand start 270 00:10:09,600 --> 00:10:11,033 but a little higher up 271 00:10:11,100 --> 00:10:13,300 but we can fix this very easily 272 00:10:13,300 --> 00:10:15,466 if we go to the front section 273 00:10:16,066 --> 00:10:18,000 and change the start 274 00:10:18,000 --> 00:10:20,100 basically bring it all the way down 275 00:10:21,066 --> 00:10:24,400 so now if we go back to geometry types and 276 00:10:24,400 --> 00:10:25,866 turn off branches 277 00:10:25,933 --> 00:10:28,800 these Frans are starting from the trunk 278 00:10:29,766 --> 00:10:31,166 now they are 279 00:10:31,166 --> 00:10:32,300 all along the trunk 280 00:10:32,300 --> 00:10:33,700 which of course we don't want 281 00:10:33,700 --> 00:10:35,700 we want them all to be concentrated 282 00:10:35,700 --> 00:10:36,933 right at the end 283 00:10:36,933 --> 00:10:38,966 this we do in the generated 284 00:10:38,966 --> 00:10:41,233 um generation section 285 00:10:41,666 --> 00:10:43,500 and you see the first and last 286 00:10:43,500 --> 00:10:45,066 so as we up the first 287 00:10:45,066 --> 00:10:47,133 it's gonna bring them closer to the end 288 00:10:47,133 --> 00:10:48,133 let's put this 289 00:10:48,133 --> 00:10:48,700 really high 290 00:10:48,700 --> 00:10:50,233 like point 96 291 00:10:50,466 --> 00:10:52,100 and then the last could be 292 00:10:52,100 --> 00:10:53,566 all the way to the end of the trunk 293 00:10:53,566 --> 00:10:54,533 which is one 294 00:10:54,533 --> 00:10:55,400 and now we've got them 295 00:10:55,400 --> 00:10:57,433 all kind of bunched together there 296 00:10:58,333 --> 00:10:59,666 um they're all 297 00:10:59,700 --> 00:11:01,433 pointing up too much 298 00:11:01,466 --> 00:11:02,933 we wanna change the angle 299 00:11:02,933 --> 00:11:05,000 so let's go down to spine 300 00:11:05,533 --> 00:11:07,000 and the start angle 301 00:11:07,000 --> 00:11:08,066 we can lower 302 00:11:08,066 --> 00:11:09,366 or raise up 303 00:11:09,466 --> 00:11:12,400 we also wanna add some variation to the start angle 304 00:11:12,400 --> 00:11:13,400 so they don't all 305 00:11:13,400 --> 00:11:14,800 have the same angle 306 00:11:15,066 --> 00:11:16,100 if we click on 307 00:11:16,100 --> 00:11:17,200 any of these plus 308 00:11:17,200 --> 00:11:18,166 minus signs 309 00:11:18,166 --> 00:11:19,200 we get to the 310 00:11:19,200 --> 00:11:20,166 variation area 311 00:11:20,166 --> 00:11:21,566 basically we adding a 312 00:11:21,566 --> 00:11:23,433 certain amount of variation 313 00:11:23,500 --> 00:11:25,133 let's put it at point five 314 00:11:25,133 --> 00:11:28,166 and that already starts spreading them nicely around 315 00:11:28,200 --> 00:11:31,800 and click again here to go back to the usual settings 316 00:11:31,800 --> 00:11:33,166 and now we can maybe 317 00:11:33,933 --> 00:11:35,133 reduce the start 318 00:11:35,133 --> 00:11:36,400 angle a little bit 319 00:11:36,733 --> 00:11:39,133 now they they all look just like rectangles 320 00:11:39,133 --> 00:11:40,600 we wanna give them shape 321 00:11:40,600 --> 00:11:42,866 we want this kind of narrow uh 322 00:11:43,133 --> 00:11:44,500 elongated leaves 323 00:11:44,733 --> 00:11:47,400 so again we're talking about fronds here 324 00:11:47,400 --> 00:11:49,500 so let's go to the frond section 325 00:11:50,000 --> 00:11:51,700 and the width 326 00:11:51,700 --> 00:11:52,966 let's make it 327 00:11:53,400 --> 00:11:55,133 about half point 5 328 00:11:55,133 --> 00:11:56,600 so they're thinner 329 00:11:56,900 --> 00:11:58,166 and now we wanna shape 330 00:11:58,166 --> 00:11:59,400 the width a little bit 331 00:11:59,400 --> 00:12:01,366 so let's click on the 332 00:12:01,600 --> 00:12:03,033 blue curve there 333 00:12:03,100 --> 00:12:03,733 and of course 334 00:12:03,733 --> 00:12:05,633 we want pointy ends 335 00:12:06,866 --> 00:12:08,166 just like this 336 00:12:08,600 --> 00:12:11,166 um we might wanna 337 00:12:11,666 --> 00:12:14,666 have them tapered down again towards the trunk 338 00:12:14,666 --> 00:12:16,566 to give them a bit of nicer shape 339 00:12:16,566 --> 00:12:18,500 and maybe another point here 340 00:12:20,933 --> 00:12:22,866 and that's already better 341 00:12:22,966 --> 00:12:24,966 another thing we might wanna change in 342 00:12:24,966 --> 00:12:26,466 the fronds is the height 343 00:12:26,500 --> 00:12:29,566 basically the fronds are folded in this form 344 00:12:29,900 --> 00:12:31,100 you can see that here 345 00:12:31,100 --> 00:12:32,300 you can see that they're folded 346 00:12:32,300 --> 00:12:35,100 so they don't feel like flat rectangles 347 00:12:35,100 --> 00:12:36,833 if we put these to zero 348 00:12:37,100 --> 00:12:38,500 they are gonna be too flat 349 00:12:38,500 --> 00:12:39,800 and if you see them from the side 350 00:12:39,800 --> 00:12:42,000 they almost look too dimensional 351 00:12:42,266 --> 00:12:45,033 but maybe we want just a little bit of it 352 00:12:45,333 --> 00:12:48,766 and the contour is too much right now 353 00:12:48,766 --> 00:12:49,933 it's too complicated 354 00:12:49,933 --> 00:12:51,933 we wanna make a very simple contour 355 00:12:51,933 --> 00:12:52,866 so let's just 356 00:12:53,000 --> 00:12:54,166 delete all these point 357 00:12:54,166 --> 00:12:55,400 take the center point 358 00:12:55,400 --> 00:12:56,500 and kind of just 359 00:12:56,800 --> 00:12:57,966 bring it up like this 360 00:12:57,966 --> 00:12:59,600 and you can see how it affects 361 00:12:59,666 --> 00:13:01,733 and this is one of the great things about speech 362 00:13:01,733 --> 00:13:02,866 with everything you do 363 00:13:02,866 --> 00:13:05,400 is so easily visible in real time 364 00:13:05,700 --> 00:13:06,900 in the view port 365 00:13:06,933 --> 00:13:09,433 there is really no guest work here 366 00:13:09,500 --> 00:13:12,766 so this is it um 367 00:13:12,933 --> 00:13:14,366 let's put a texture on them 368 00:13:14,366 --> 00:13:16,633 and then refine the little bit more 369 00:13:16,933 --> 00:13:18,666 so um once again 370 00:13:18,666 --> 00:13:20,266 we wanna go and load the texture 371 00:13:20,266 --> 00:13:22,500 and this time we wanna load the leaf texture 372 00:13:23,300 --> 00:13:24,133 and as you can see 373 00:13:24,133 --> 00:13:24,900 it's bringing 374 00:13:24,900 --> 00:13:27,666 um a normals map and also 375 00:13:27,666 --> 00:13:29,466 um a spec map 376 00:13:29,766 --> 00:13:32,900 and we wanna drag it and put it over fronds 377 00:13:33,166 --> 00:13:35,100 and now we get some kind of nice 378 00:13:35,200 --> 00:13:36,400 greenish color 379 00:13:37,166 --> 00:13:39,500 now it's looking a bit too even 380 00:13:40,100 --> 00:13:42,400 all the leaves just look exactly the same 381 00:13:42,400 --> 00:13:45,366 we want to add another texture to vary the leaves 382 00:13:45,366 --> 00:13:46,266 a little bit 383 00:13:46,333 --> 00:13:49,100 so this we need to do through here 384 00:13:49,100 --> 00:13:51,066 if we go to front and 385 00:13:51,566 --> 00:13:52,866 then materials 386 00:13:52,866 --> 00:13:54,500 and you see front right there 387 00:13:54,500 --> 00:13:55,966 we currently have one material 388 00:13:55,966 --> 00:13:57,600 which is the leaf material 389 00:13:57,900 --> 00:14:00,366 and we can click on the plus button here 390 00:14:00,366 --> 00:14:02,000 to add another material 391 00:14:02,000 --> 00:14:02,966 and you can see that now 392 00:14:02,966 --> 00:14:04,900 half the leaves don't have a material 393 00:14:06,000 --> 00:14:07,566 instead of inherited 394 00:14:07,566 --> 00:14:09,633 we're gonna import a new one 395 00:14:09,733 --> 00:14:11,266 and this time we go and 396 00:14:11,266 --> 00:14:12,766 import the leaf dry 397 00:14:13,133 --> 00:14:13,933 it's just a 398 00:14:13,933 --> 00:14:15,800 drier version of the same leap 399 00:14:16,166 --> 00:14:19,200 now we've got half dry and half green 400 00:14:19,500 --> 00:14:21,366 we want most of them to be green 401 00:14:21,366 --> 00:14:23,133 and only a few dry 402 00:14:23,133 --> 00:14:26,366 so we can do this by changing the weight 403 00:14:26,600 --> 00:14:28,100 and if we put this weight to 404 00:14:28,100 --> 00:14:29,466 let's say point three 405 00:14:30,933 --> 00:14:32,866 and these two two 406 00:14:34,200 --> 00:14:36,200 we basically change the balance 407 00:14:36,200 --> 00:14:40,500 and we have many more green ones than dry ones 408 00:14:40,500 --> 00:14:41,700 let's keep it at once 409 00:14:41,700 --> 00:14:43,166 so we have a bit more 410 00:14:43,533 --> 00:14:47,166 and generally now we wanna add some more leaves 411 00:14:48,000 --> 00:14:50,133 um so that it looks like those plants 412 00:14:50,133 --> 00:14:51,700 so we can go to generation 413 00:14:51,700 --> 00:14:53,833 change frequency to say nine 414 00:14:54,133 --> 00:14:55,766 and that's adding more 415 00:14:56,166 --> 00:14:56,933 and it's better 416 00:14:56,933 --> 00:14:59,900 we can also go down to the steps 417 00:15:00,266 --> 00:15:01,500 and increase the number 418 00:15:01,500 --> 00:15:02,600 let's say ten 419 00:15:04,100 --> 00:15:07,000 and this is starting to take nice shape 420 00:15:07,000 --> 00:15:10,000 maybe we want a little bit more variation on the angle 421 00:15:10,000 --> 00:15:12,533 so that's up to you of course 422 00:15:12,533 --> 00:15:14,033 we go to spine 423 00:15:14,733 --> 00:15:16,600 um to the start angle 424 00:15:16,600 --> 00:15:19,800 and maybe we'll change these to say point seven 425 00:15:20,066 --> 00:15:23,000 um point 6 um 426 00:15:23,000 --> 00:15:25,500 and we can also increase the variation on the length 427 00:15:25,500 --> 00:15:26,966 let's put it to one ah 428 00:15:26,966 --> 00:15:27,933 that's too much 429 00:15:27,933 --> 00:15:32,366 we want them to be more or less the same length and 430 00:15:33,600 --> 00:15:35,566 one thing we're missing here right 431 00:15:35,566 --> 00:15:38,300 now is a little bit of feeling of um 432 00:15:39,266 --> 00:15:42,666 of gravity so they seem to be kind of stiff 433 00:15:42,666 --> 00:15:43,400 which these 434 00:15:43,400 --> 00:15:45,833 these types of leaves actually are 435 00:15:46,300 --> 00:15:47,600 they kind of stick out 436 00:15:47,600 --> 00:15:50,000 but we can add a very little you know 437 00:15:50,000 --> 00:15:53,300 tiny amount of gravity just to pull those leaves down 438 00:15:53,500 --> 00:15:54,800 so right in here 439 00:15:54,800 --> 00:15:56,500 we can click on forces 440 00:15:57,333 --> 00:15:57,966 add a force 441 00:15:57,966 --> 00:16:00,300 and it's just gonna be a directional force 442 00:16:00,400 --> 00:16:01,333 and by default 443 00:16:01,333 --> 00:16:02,666 it's pulling down as 444 00:16:02,666 --> 00:16:05,200 immediately you see that it's affecting the leaves 445 00:16:05,200 --> 00:16:06,466 it's not affecting the trunk 446 00:16:06,466 --> 00:16:08,833 because the trunk by default has no 447 00:16:09,066 --> 00:16:10,966 um force applied to it 448 00:16:11,566 --> 00:16:13,433 let's select those fronds 449 00:16:14,000 --> 00:16:15,433 and go to forces 450 00:16:15,966 --> 00:16:18,166 and this is our directional force 451 00:16:18,166 --> 00:16:20,300 we just wanna reduce the amount 452 00:16:20,566 --> 00:16:21,666 that it affects 453 00:16:22,400 --> 00:16:25,733 um really we just wanna give a little bit 454 00:16:25,733 --> 00:16:26,566 something like this 455 00:16:26,566 --> 00:16:27,500 we can also 456 00:16:27,500 --> 00:16:30,766 change the curve to really define where that happens 457 00:16:31,266 --> 00:16:33,266 um maybe we just wanna 458 00:16:33,366 --> 00:16:36,400 we want it to happen towards the end of the leaves 459 00:16:36,566 --> 00:16:38,066 so we can change the curve 460 00:16:38,066 --> 00:16:40,800 to be this is always a start and this is the end 461 00:16:40,866 --> 00:16:42,900 and now we can increase a little bit 462 00:16:43,700 --> 00:16:47,033 that's looking kind of nice 463 00:16:47,766 --> 00:16:50,000 now when we look at the reference 464 00:16:50,066 --> 00:16:51,233 photographs 465 00:16:51,800 --> 00:16:54,933 uh we see that a lot of these actually comes in doubles 466 00:16:54,933 --> 00:16:56,566 or triples as they 467 00:16:56,566 --> 00:16:57,566 uh you know 468 00:16:57,566 --> 00:16:59,100 grow out from the ground 469 00:16:59,133 --> 00:17:00,300 this one has like four 470 00:17:00,300 --> 00:17:02,900 this one has three um 471 00:17:03,366 --> 00:17:07,000 so this is actually very easily done 472 00:17:07,000 --> 00:17:08,133 now that we've got 473 00:17:08,133 --> 00:17:10,266 something basically set up 474 00:17:10,400 --> 00:17:12,866 let's just try and make the spine a bit narrower here 475 00:17:12,866 --> 00:17:15,666 cause I looked at the photo and it did seem like 476 00:17:15,700 --> 00:17:17,300 it's kind of thin 477 00:17:17,300 --> 00:17:18,100 so we again 478 00:17:18,100 --> 00:17:19,066 we go to branch 479 00:17:19,066 --> 00:17:23,000 and we can just grab the curve and just maybe make this 480 00:17:23,333 --> 00:17:25,100 the base of a bit thinner 481 00:17:25,600 --> 00:17:29,433 um all we need to go is go to the level of the trunk 482 00:17:29,800 --> 00:17:30,966 and in generation 483 00:17:30,966 --> 00:17:32,166 we have one 484 00:17:32,466 --> 00:17:34,833 we can change the frequency to say three 485 00:17:35,300 --> 00:17:36,800 and we got three of them 486 00:17:36,800 --> 00:17:39,466 now we don't want them to just grow around the circle 487 00:17:39,466 --> 00:17:41,866 we want them to all come from the centre point 488 00:17:41,900 --> 00:17:44,000 so again it's the first and last 489 00:17:44,000 --> 00:17:46,166 if we start increasing the first 490 00:17:46,366 --> 00:17:48,166 we get them farther apart 491 00:17:48,166 --> 00:17:50,433 so let's set it back to zero 492 00:17:50,600 --> 00:17:52,800 then we can reduce the last 493 00:17:52,866 --> 00:17:53,766 to get them 494 00:17:53,766 --> 00:17:55,366 closer to each other 495 00:17:55,866 --> 00:17:58,166 now we don't want them to kind of intersect 496 00:17:58,166 --> 00:17:59,400 each other too much 497 00:17:59,400 --> 00:18:01,533 so we can give them a bit more angle 498 00:18:01,533 --> 00:18:02,466 just the spine 499 00:18:02,466 --> 00:18:04,600 we can go into the angle 500 00:18:05,100 --> 00:18:06,266 the start angle 501 00:18:06,266 --> 00:18:08,833 and just reduced it a little bit 502 00:18:09,866 --> 00:18:13,500 and that's already looking kind of nice 503 00:18:13,500 --> 00:18:14,866 and we can of course 504 00:18:14,866 --> 00:18:16,066 change this 505 00:18:16,066 --> 00:18:18,366 let's say to five 506 00:18:18,366 --> 00:18:20,000 and we'll get five of them 507 00:18:20,333 --> 00:18:22,900 and you see that each one is different 508 00:18:22,900 --> 00:18:24,500 they're not just duplicates 509 00:18:24,500 --> 00:18:25,533 let's keep it a 3 510 00:18:25,533 --> 00:18:27,600 cause I don't think we want more than three 511 00:18:28,133 --> 00:18:31,066 and now here comes the fun part um 512 00:18:31,066 --> 00:18:32,533 if you click on the base 513 00:18:32,533 --> 00:18:33,500 of the tree 514 00:18:33,933 --> 00:18:35,733 you can basically generate 515 00:18:35,733 --> 00:18:37,866 uh an infinite number of variation 516 00:18:37,866 --> 00:18:39,700 simply by rolling this dice 517 00:18:39,700 --> 00:18:41,566 so at each time you click on it 518 00:18:41,900 --> 00:18:44,133 it's gonna use the parameters that we've set 519 00:18:44,133 --> 00:18:46,600 and the variation parameters that we've set 520 00:18:46,700 --> 00:18:48,700 to create um 521 00:18:48,766 --> 00:18:50,200 different variations 522 00:18:50,200 --> 00:18:51,133 and basically 523 00:18:51,133 --> 00:18:52,000 wanna go oh 524 00:18:52,000 --> 00:18:53,300 and you look at this one 525 00:18:53,366 --> 00:18:55,100 this one's got broken 526 00:18:55,800 --> 00:18:58,200 she's nice we might not want this 527 00:18:58,200 --> 00:19:00,400 but this braking is actually 528 00:19:01,500 --> 00:19:04,800 tweakable if you go to spine 529 00:19:06,100 --> 00:19:09,166 there's a brake chance right here 530 00:19:09,700 --> 00:19:11,366 below the gink amount 531 00:19:11,566 --> 00:19:13,666 and we have a little bit of a brake chance 532 00:19:13,666 --> 00:19:18,100 so once in a while we'll get a broken branch 533 00:19:18,166 --> 00:19:20,233 if we set this to zero 534 00:19:20,733 --> 00:19:23,700 then every time we generate a new variation 535 00:19:23,700 --> 00:19:25,066 it will never get broken 536 00:19:25,066 --> 00:19:27,600 if we increase the brake chance 537 00:19:27,966 --> 00:19:31,100 I will get many variations that are broken 538 00:19:31,200 --> 00:19:32,966 and we can set the brake spot 539 00:19:32,966 --> 00:19:35,366 I think for the purpose of these plants 540 00:19:35,366 --> 00:19:37,366 we want to set it to zero 541 00:19:37,800 --> 00:19:40,266 um so now basically you 542 00:19:40,266 --> 00:19:41,266 generate plants 543 00:19:41,266 --> 00:19:43,833 you can tweak the parameters until you like them 544 00:19:43,866 --> 00:19:46,133 uh when you have a shape that you like 545 00:19:46,133 --> 00:19:47,333 and let's for example 546 00:19:47,333 --> 00:19:51,766 also in the frequency set a variation of one 547 00:19:52,533 --> 00:19:53,533 so that not 548 00:19:53,533 --> 00:19:56,800 all the plants generated will have three of them 549 00:19:56,800 --> 00:19:59,666 now it can vary between 3 and two 550 00:20:03,700 --> 00:20:07,233 and 4 of course because we go plus minus 1 551 00:20:07,666 --> 00:20:11,400 now well let's create a plant that we like I'm gonna 552 00:20:12,066 --> 00:20:16,466 go back to generation and kill the plus minus 1 here 553 00:20:16,466 --> 00:20:18,400 that was just an example set it to 2 554 00:20:18,400 --> 00:20:20,233 so I want one with two limbs 555 00:20:20,766 --> 00:20:23,966 or two branches or two trunks and um 556 00:20:25,700 --> 00:20:29,566 let me roll the dice once or let's say I like this one 557 00:20:30,000 --> 00:20:31,400 and now I want it 558 00:20:31,400 --> 00:20:33,000 I want to export it 559 00:20:33,066 --> 00:20:34,866 so first of all 560 00:20:34,866 --> 00:20:38,066 it's a good idea to export all the plants into 561 00:20:38,200 --> 00:20:41,066 for each plant into a separate folder 562 00:20:41,366 --> 00:20:43,733 because they will come loaded with all their textures 563 00:20:43,733 --> 00:20:44,300 in this case 564 00:20:44,300 --> 00:20:45,533 there are not a lot of textures 565 00:20:45,533 --> 00:20:48,166 but plants can go much more complicated 566 00:20:48,166 --> 00:20:51,100 as we'll see later when we use some preset plants 567 00:20:51,266 --> 00:20:52,266 so we wanna 568 00:20:52,266 --> 00:20:53,700 you wanna create a folder for it 569 00:20:53,700 --> 00:20:55,866 so it drops not only the geometry there 570 00:20:55,866 --> 00:20:59,666 but also um all the textures and um 571 00:20:59,666 --> 00:21:00,800 you select it 572 00:21:01,466 --> 00:21:04,366 and um go to Export Mesh 573 00:21:05,366 --> 00:21:08,700 and select where you wanna put it um 574 00:21:08,700 --> 00:21:12,000 let's create a new folder here called it plants 575 00:21:13,300 --> 00:21:18,433 and inside create a plant one 576 00:21:20,566 --> 00:21:28,766 and let's call this plant 1 and we wanna use FBX 577 00:21:29,700 --> 00:21:34,700 this is the best format to go to Maya and we click save 578 00:21:36,133 --> 00:21:37,466 and now we'll get um 579 00:21:37,466 --> 00:21:39,100 a bunch of options 580 00:21:39,933 --> 00:21:44,800 and we have the option to bring everything as one piece 581 00:21:45,066 --> 00:21:46,200 um it's okay 582 00:21:46,200 --> 00:21:47,533 it will make things 583 00:21:47,533 --> 00:21:48,966 you know simpler in Maya 584 00:21:48,966 --> 00:21:50,933 the problem is that sometimes you need to have 585 00:21:50,933 --> 00:21:53,333 different settings on different parts of the plants 586 00:21:53,333 --> 00:21:56,500 and the best way to group them is by material 587 00:21:56,500 --> 00:21:57,300 because usually 588 00:21:57,300 --> 00:21:59,400 the trunk and the leaves will have different materials 589 00:21:59,400 --> 00:22:01,100 in this case will have three 590 00:22:01,566 --> 00:22:03,200 and it says object count 3 591 00:22:03,200 --> 00:22:05,633 now because we have three different materials 592 00:22:05,766 --> 00:22:06,600 two for the leaves 593 00:22:06,600 --> 00:22:07,766 one for the trunk 594 00:22:08,100 --> 00:22:09,500 and that usually 595 00:22:09,500 --> 00:22:10,933 that's how you wanna break it up 596 00:22:10,933 --> 00:22:12,833 because you wanna work on stuff 597 00:22:12,900 --> 00:22:14,500 basically shader wise 598 00:22:14,900 --> 00:22:17,266 wind data bones 599 00:22:17,266 --> 00:22:17,966 and so forth 600 00:22:17,966 --> 00:22:19,766 these are for animation 601 00:22:20,100 --> 00:22:22,200 we might at the end of the class 602 00:22:22,533 --> 00:22:25,433 produce one plant that has some wind in it 603 00:22:26,133 --> 00:22:29,166 and then we can export this with a point cash 604 00:22:29,200 --> 00:22:30,700 uh for these plans 605 00:22:30,700 --> 00:22:32,100 these will put along the 606 00:22:32,100 --> 00:22:33,366 um size of the balcony 607 00:22:33,366 --> 00:22:35,600 they'll go by so fast that 608 00:22:35,700 --> 00:22:37,400 uh wind is not really necessary 609 00:22:37,400 --> 00:22:38,966 so we can uh 610 00:22:38,966 --> 00:22:40,166 leave it to non 611 00:22:40,166 --> 00:22:42,833 you wanna make sure that you're preset to Maya 612 00:22:42,866 --> 00:22:46,366 that will realign the zny axis and all that 613 00:22:46,366 --> 00:22:47,500 to work in Maya 614 00:22:47,866 --> 00:22:49,933 and um that's about it 615 00:22:49,933 --> 00:22:51,633 you can click okay 616 00:22:51,733 --> 00:22:53,066 and save your mesh 617 00:22:53,066 --> 00:22:55,900 and then the next step would be to set it up 618 00:22:55,900 --> 00:22:58,433 to work with Arnold in Maya 619 00:22:58,866 --> 00:23:00,800 so I created a little scene here 620 00:23:00,800 --> 00:23:03,066 a little test scene for the plants we 621 00:23:03,066 --> 00:23:05,833 some parts based on what we did in the previous class 622 00:23:05,900 --> 00:23:07,466 and I added the ground plane 623 00:23:07,466 --> 00:23:09,366 and that's important when you do lighting tests 624 00:23:09,366 --> 00:23:11,233 as I said in the previous class 625 00:23:11,300 --> 00:23:14,766 and we can add a Skydome 626 00:23:14,766 --> 00:23:17,433 that would be our only light just for testing 627 00:23:18,000 --> 00:23:19,400 these as you can see 628 00:23:19,400 --> 00:23:21,733 are still in the uh 629 00:23:21,733 --> 00:23:23,466 unsubdivided version 630 00:23:23,500 --> 00:23:25,533 uh this is how they look subdivided 631 00:23:25,533 --> 00:23:26,966 but as I said before 632 00:23:26,966 --> 00:23:29,866 you can leave them unsubdivided and have it done 633 00:23:29,966 --> 00:23:31,000 in the Arnold render 634 00:23:31,000 --> 00:23:32,866 as long as you make sure that um 635 00:23:32,866 --> 00:23:35,333 if you select the object and you 636 00:23:35,333 --> 00:23:38,200 um go to the Arnold tab right here 637 00:23:38,566 --> 00:23:39,866 you make sure that 638 00:23:39,866 --> 00:23:42,700 subdivision's type is set to cut more Clark 639 00:23:42,700 --> 00:23:44,466 and then the number of iterations 640 00:23:44,466 --> 00:23:45,133 in this case 641 00:23:45,133 --> 00:23:46,400 one would probably be enough 642 00:23:46,400 --> 00:23:47,700 you can go up to 2 643 00:23:47,800 --> 00:23:51,200 and doesn't need that much of a subdivision anyway 644 00:23:51,300 --> 00:23:53,300 and these are also textured 645 00:23:53,300 --> 00:23:55,100 um very simply 646 00:23:55,133 --> 00:23:58,800 uh with a cylindrical mapping and 647 00:23:59,366 --> 00:24:01,900 AI standard shader with some 648 00:24:02,133 --> 00:24:03,900 some kind of concrete 649 00:24:04,266 --> 00:24:05,966 or you know 650 00:24:05,966 --> 00:24:09,166 any kind of grime texture that you wanna use 651 00:24:09,166 --> 00:24:12,100 and you're not necessarily bound to the 652 00:24:12,100 --> 00:24:13,700 colour of the original texture 653 00:24:13,700 --> 00:24:15,200 you can always go 654 00:24:15,466 --> 00:24:17,000 into the texture settings 655 00:24:17,000 --> 00:24:17,766 colour balance 656 00:24:17,766 --> 00:24:19,566 and for example here I 657 00:24:19,566 --> 00:24:22,866 the original texture was just a grey concrete 658 00:24:22,966 --> 00:24:25,466 and I played with the colour balance 659 00:24:25,800 --> 00:24:29,233 right here to make it more kind of earth brown 660 00:24:29,400 --> 00:24:31,700 uh same for these plates again 661 00:24:31,700 --> 00:24:33,066 this is how they are in 662 00:24:33,066 --> 00:24:34,866 uh subdivided 663 00:24:35,800 --> 00:24:37,233 all very simple 664 00:24:37,666 --> 00:24:43,066 and you probably wanna create a bunch of variety pots 665 00:24:43,133 --> 00:24:44,800 um I also added a simple 666 00:24:44,800 --> 00:24:46,800 plain brown colour for the ground 667 00:24:46,800 --> 00:24:48,466 now you you definitely can go 668 00:24:48,466 --> 00:24:50,866 and do something a bit more elaborate on this but again 669 00:24:50,866 --> 00:24:52,100 you have to remember 670 00:24:52,100 --> 00:24:54,466 what you're gonna see in this specific shot 671 00:24:54,466 --> 00:24:56,766 if you wanna create those pots for something else 672 00:24:56,766 --> 00:24:57,600 then definitely 673 00:24:57,600 --> 00:24:58,766 but in this shot 674 00:24:59,066 --> 00:25:01,066 they're kind of passing by pretty quickly 675 00:25:01,066 --> 00:25:02,500 and once we get to the 676 00:25:03,000 --> 00:25:04,366 latest third of the shot 677 00:25:04,366 --> 00:25:05,766 we don't see the pot anyway 678 00:25:05,766 --> 00:25:07,200 we're higher up 679 00:25:07,266 --> 00:25:08,300 in the camera 680 00:25:08,566 --> 00:25:09,466 so this is it 681 00:25:09,466 --> 00:25:10,900 and now we can use this uh 682 00:25:10,900 --> 00:25:12,466 very simple setup to uh 683 00:25:12,466 --> 00:25:15,033 bring in a plant and just adjust the shaders 684 00:25:15,300 --> 00:25:17,133 uh just before we bring in the plant 685 00:25:17,133 --> 00:25:19,966 let's do a little test render on this one part 686 00:25:19,966 --> 00:25:21,500 just to see how it looks 687 00:25:21,566 --> 00:25:23,333 um for some reason today 688 00:25:23,333 --> 00:25:26,200 my licence server is not running properly for Arnold 689 00:25:26,200 --> 00:25:27,200 so we're gonna 690 00:25:27,200 --> 00:25:28,266 get these uh 691 00:25:28,533 --> 00:25:29,800 annoying watermarks 692 00:25:29,800 --> 00:25:32,000 but that shouldn't deter us from 693 00:25:32,800 --> 00:25:33,533 keep going on 694 00:25:33,533 --> 00:25:35,833 so let's do a little test render 695 00:25:41,266 --> 00:25:42,600 so these are the 696 00:25:43,366 --> 00:25:46,400 um demo mode watermarks 697 00:25:46,400 --> 00:25:49,066 and we're rendering at a very low quality setting 698 00:25:49,066 --> 00:25:50,866 so it's it's kind of grainy 699 00:25:50,900 --> 00:25:52,866 but you can still feel 700 00:25:52,866 --> 00:25:55,900 the nice detail that comes up when you set up the um 701 00:25:56,533 --> 00:25:57,766 the spec uh 702 00:25:57,766 --> 00:26:00,500 these little ring light here and over here 703 00:26:00,500 --> 00:26:03,466 so it's important when you create uh textures 704 00:26:03,466 --> 00:26:05,833 even if they're generally matte like these 705 00:26:05,900 --> 00:26:08,166 earthwhere kind of textures 706 00:26:08,166 --> 00:26:10,900 you still wanna go there and tweak 707 00:26:11,300 --> 00:26:12,500 the specular 708 00:26:12,500 --> 00:26:15,833 because that will always get you a little bit of kick 709 00:26:15,900 --> 00:26:18,333 so here I just added 710 00:26:18,333 --> 00:26:19,500 you know some weight 711 00:26:19,500 --> 00:26:20,333 some roughness 712 00:26:20,333 --> 00:26:21,733 and then you put on the furnail 713 00:26:21,733 --> 00:26:24,300 and you start pushing it until you get something nice 714 00:26:24,666 --> 00:26:26,366 so now we can bring in the plant 715 00:26:26,366 --> 00:26:29,600 so you want to go to file import 716 00:26:30,800 --> 00:26:32,500 and go to where you save the plan 717 00:26:32,500 --> 00:26:36,700 I usually put um in the a 3D speed tree uh folder 718 00:26:36,700 --> 00:26:39,900 I put an export folder and then put the plants in there 719 00:26:39,900 --> 00:26:41,500 I have several ones 720 00:26:41,600 --> 00:26:44,166 uh the ones that we've created are here 721 00:26:44,266 --> 00:26:45,733 and we want the FBX 722 00:26:45,733 --> 00:26:47,066 let's take No. 4 723 00:26:47,066 --> 00:26:48,566 I did a few variations 724 00:26:48,566 --> 00:26:50,000 these are the textures 725 00:26:51,266 --> 00:26:52,533 and let's import this 726 00:26:52,533 --> 00:26:54,900 and you can see we have the three objects 727 00:26:54,900 --> 00:26:57,266 the bark and the two objects for the leaves 728 00:26:57,266 --> 00:26:59,466 and they are of course gigantic 729 00:26:59,866 --> 00:27:01,800 you wanna go into the channel box 730 00:27:01,800 --> 00:27:05,166 and you see that they're all scaled to 30 731 00:27:05,300 --> 00:27:07,166 you just wanna put them all to one 732 00:27:07,566 --> 00:27:11,766 and that's already putting them closer to what we need 733 00:27:12,266 --> 00:27:14,600 so it looks nice here 734 00:27:15,333 --> 00:27:18,633 we can maybe take them and scale them up just a bit 735 00:27:20,333 --> 00:27:23,266 or you know just move them up because 736 00:27:24,266 --> 00:27:26,633 they should be growing like this alright 737 00:27:26,700 --> 00:27:29,866 um these are not gonna work in Arnold as these 738 00:27:29,866 --> 00:27:32,300 they have regular standard shaders 739 00:27:32,300 --> 00:27:34,066 we can do a test but yeah 740 00:27:34,066 --> 00:27:37,133 we might you know not even see them properly yeah 741 00:27:37,133 --> 00:27:38,100 that is not working 742 00:27:38,100 --> 00:27:40,000 so whenever you bring a plant 743 00:27:40,000 --> 00:27:40,966 you have to uh 744 00:27:40,966 --> 00:27:44,166 set the shaders to work in arnol and this is not hard 745 00:27:44,166 --> 00:27:47,166 it gets a bit more complicated with transparency 746 00:27:47,300 --> 00:27:48,300 as we'll see later 747 00:27:48,300 --> 00:27:51,466 but for now you just wanna take each one of these 748 00:27:51,600 --> 00:27:57,366 and basically change the shader type from phong to um 749 00:27:57,366 --> 00:27:58,700 AI standard 750 00:28:00,566 --> 00:28:02,566 and when you do that 751 00:28:02,566 --> 00:28:04,500 you probably wanna give it a name 752 00:28:04,500 --> 00:28:07,666 so it doesn't get lost so that would be our trunk 753 00:28:09,166 --> 00:28:10,000 mat 754 00:28:11,366 --> 00:28:17,000 and these we're gonna again do the exactly the same 755 00:28:18,166 --> 00:28:23,833 change to AI standard and call it Leaf mat 756 00:28:25,200 --> 00:28:26,033 and 757 00:28:29,533 --> 00:28:30,966 AI standard 758 00:28:33,066 --> 00:28:35,500 dry leaf 759 00:28:36,800 --> 00:28:37,600 mat 760 00:28:40,100 --> 00:28:42,033 and if we render now 761 00:28:42,133 --> 00:28:44,800 it's already going to look quite different 762 00:28:47,200 --> 00:28:50,166 yeah and that's much closer to what we are 763 00:28:50,166 --> 00:28:51,200 what we need 764 00:28:51,366 --> 00:28:54,500 now if you look for example at the bark material 765 00:28:55,200 --> 00:28:57,900 or the trunk material um 766 00:28:58,000 --> 00:29:00,166 you'll see that it's got the 767 00:29:00,166 --> 00:29:03,066 bump maps that were assigned in Speed Tree 768 00:29:03,466 --> 00:29:07,100 but um there are some maps that don't by default 769 00:29:07,100 --> 00:29:08,133 come connected 770 00:29:08,133 --> 00:29:10,800 and one of them is the um spec map 771 00:29:10,900 --> 00:29:16,000 so our original trunk never had a spec map 772 00:29:16,100 --> 00:29:17,500 but the leaves do 773 00:29:17,666 --> 00:29:19,100 so if we select 774 00:29:19,100 --> 00:29:19,933 for example 775 00:29:19,933 --> 00:29:21,300 the leaves here 776 00:29:21,766 --> 00:29:23,166 and we look at spec 777 00:29:23,166 --> 00:29:25,266 there is nothing in there is 778 00:29:25,300 --> 00:29:28,300 is as far as maps and that's again where you wanna 779 00:29:28,300 --> 00:29:30,566 do a little bit of tweaking just to uh 780 00:29:30,566 --> 00:29:33,733 get a little bit of spec kick into the leaves 781 00:29:33,733 --> 00:29:34,966 not a lot because these are 782 00:29:34,966 --> 00:29:36,866 not very shiny leaves or anything like that 783 00:29:36,866 --> 00:29:39,833 but it always helps as long as you do it subtle 784 00:29:39,900 --> 00:29:44,700 so um let's do an IPR here so we can tweak those leaves 785 00:29:48,333 --> 00:29:52,800 and we can put our IPR square 786 00:29:53,200 --> 00:29:56,100 on one of them so we don't have to update everything 787 00:29:56,100 --> 00:30:00,100 and let's click on let's go to specular click on color 788 00:30:00,366 --> 00:30:02,900 um we wanna add a file 789 00:30:04,533 --> 00:30:07,466 and let's grab the spec 790 00:30:07,466 --> 00:30:08,366 the leaf spec 791 00:30:08,533 --> 00:30:10,833 map from there 792 00:30:11,400 --> 00:30:12,700 and now we can go back 793 00:30:12,700 --> 00:30:14,466 we're still not seeing anything because 794 00:30:14,466 --> 00:30:15,800 our weight is zero 795 00:30:15,900 --> 00:30:19,533 so we wanna put the weight all the way to one 796 00:30:19,533 --> 00:30:21,633 and now we see these really shiny 797 00:30:21,700 --> 00:30:23,200 way too shiny specs 798 00:30:23,766 --> 00:30:26,000 um using the color 799 00:30:26,333 --> 00:30:28,066 basically that map 800 00:30:28,200 --> 00:30:30,333 and now we wanna enable for nail 801 00:30:30,333 --> 00:30:32,266 and again everything is gone 802 00:30:32,333 --> 00:30:34,200 and then slowly push it 803 00:30:34,900 --> 00:30:36,666 forward until we get 804 00:30:36,900 --> 00:30:38,600 a little bit of highlight 805 00:30:38,800 --> 00:30:40,133 and that's really help to you 806 00:30:40,133 --> 00:30:42,366 and how you wanna make those leaves look 807 00:30:42,900 --> 00:30:44,566 something like this maybe 808 00:30:44,700 --> 00:30:47,566 uh we can also play with the roughness of course 809 00:30:47,666 --> 00:30:48,666 and the weight 810 00:30:48,966 --> 00:30:50,300 as we've done before 811 00:30:50,300 --> 00:30:52,566 so you set it up the way you want 812 00:30:53,066 --> 00:30:55,066 another thing you might wanna do on leaves 813 00:30:55,066 --> 00:30:56,900 and again not necessarily this plant 814 00:30:56,900 --> 00:30:58,666 because it feels like the leaves are supposed 815 00:30:58,666 --> 00:30:59,966 to be kind of thick 816 00:31:00,466 --> 00:31:02,300 uh like a cactus maybe 817 00:31:02,466 --> 00:31:04,166 or a palm but on 818 00:31:04,166 --> 00:31:05,466 on Tina leaves it 819 00:31:05,566 --> 00:31:06,533 and maybe even here 820 00:31:06,533 --> 00:31:08,600 sometimes it helps to 821 00:31:09,100 --> 00:31:10,266 add some back lighting 822 00:31:10,266 --> 00:31:11,533 which will reduce 823 00:31:11,533 --> 00:31:14,533 the amount of darkening and shadowing in there 824 00:31:14,533 --> 00:31:17,400 and make them feel more like they're passing in light 825 00:31:17,400 --> 00:31:18,933 now we have to remember that we 826 00:31:18,933 --> 00:31:21,966 don't have any direct light in this scene currently 827 00:31:22,066 --> 00:31:23,666 just a general 828 00:31:23,800 --> 00:31:24,966 ambient light 829 00:31:25,200 --> 00:31:26,533 so at this point 830 00:31:26,533 --> 00:31:29,466 you wanna set them up to be generically 831 00:31:30,000 --> 00:31:33,033 correct so that you can bring those plants in any scene 832 00:31:33,133 --> 00:31:35,100 that you ever wanna use them 833 00:31:35,200 --> 00:31:36,933 but once you have it all set up 834 00:31:36,933 --> 00:31:39,433 and you save those as a Maya asset 835 00:31:39,900 --> 00:31:42,666 it's good to bring them into the actual scene 836 00:31:42,666 --> 00:31:43,866 the one that we're working on 837 00:31:43,866 --> 00:31:44,666 and test them 838 00:31:44,666 --> 00:31:45,900 with the lighting there 839 00:31:45,900 --> 00:31:47,500 and tweak the shaders again 840 00:31:47,966 --> 00:31:49,000 so at this point 841 00:31:49,000 --> 00:31:51,100 you probably wanna save this as a myocene 842 00:31:51,100 --> 00:31:53,800 and I usually save those in the assets folder 843 00:31:53,800 --> 00:31:55,100 just because they are 844 00:31:55,100 --> 00:31:56,400 basically assets that use 845 00:31:56,400 --> 00:31:58,300 you can save the plant 846 00:31:58,366 --> 00:32:00,300 separately from the pots and so forth 847 00:32:00,300 --> 00:32:02,133 or just save everything together 848 00:32:02,133 --> 00:32:04,300 you can bring it in our scene and just 849 00:32:04,400 --> 00:32:06,000 you know start moving things around 850 00:32:06,000 --> 00:32:08,700 one thing to remember is that if you bring 851 00:32:09,100 --> 00:32:10,866 other variations of the plants 852 00:32:10,866 --> 00:32:12,766 because you wanna create um 853 00:32:12,766 --> 00:32:14,366 at least three or four 854 00:32:14,766 --> 00:32:16,533 uh that look different you 855 00:32:16,533 --> 00:32:19,200 don't need to go through this whole shader thing again 856 00:32:19,200 --> 00:32:20,866 because they're using the same texture 857 00:32:20,866 --> 00:32:24,066 so you basically assign the shaders you created here 858 00:32:24,133 --> 00:32:25,166 for the other plants 859 00:32:25,166 --> 00:32:26,866 as long as they're similar plants 860 00:32:27,366 --> 00:32:29,666 um so um that's about it 861 00:32:30,066 --> 00:32:32,800 and now we wanna go back to Speed Tree 862 00:32:32,800 --> 00:32:33,733 and we wanna set 863 00:32:33,733 --> 00:32:35,400 one of these plants 864 00:32:35,566 --> 00:32:37,466 to have a subtle 865 00:32:37,466 --> 00:32:38,800 um wind motion 866 00:32:38,800 --> 00:32:41,000 if you uh look back at our shot 867 00:32:41,000 --> 00:32:42,066 uh we move fast 868 00:32:42,066 --> 00:32:42,933 we turn around 869 00:32:42,933 --> 00:32:44,100 but then when she 870 00:32:44,200 --> 00:32:45,900 steps there and looks over 871 00:32:46,066 --> 00:32:47,600 camera kind of stops 872 00:32:47,700 --> 00:32:48,566 and at that moment 873 00:32:48,566 --> 00:32:50,966 we could have at least one plan next to her 874 00:32:50,966 --> 00:32:52,266 that's not totally static 875 00:32:52,266 --> 00:32:53,366 that will make 876 00:32:53,733 --> 00:32:55,566 you know an interesting addition 877 00:32:56,166 --> 00:32:57,766 make it a bit more alive 878 00:32:57,766 --> 00:33:00,633 so let's go back to speed tree 879 00:33:01,300 --> 00:33:02,866 okay so here is featuring 880 00:33:02,866 --> 00:33:04,066 you're probably surprised 881 00:33:04,066 --> 00:33:06,633 at the sudden change of the interface 882 00:33:06,733 --> 00:33:08,933 um everything looks kind of different 883 00:33:08,933 --> 00:33:11,033 lots of cool buttons and so forth 884 00:33:11,066 --> 00:33:13,933 um basically what we've been using up until now in 885 00:33:13,933 --> 00:33:15,133 the class was 886 00:33:15,133 --> 00:33:16,866 um speed 3 6 887 00:33:17,066 --> 00:33:18,333 this is the newer version 888 00:33:18,333 --> 00:33:20,400 speed 3 7 uh 889 00:33:20,400 --> 00:33:20,966 and it's cool 890 00:33:20,966 --> 00:33:21,800 it's got a lot of 891 00:33:21,800 --> 00:33:23,200 new features and uh 892 00:33:23,200 --> 00:33:24,900 one of the nice thing is that the 893 00:33:24,900 --> 00:33:26,000 uh redesign 894 00:33:26,000 --> 00:33:26,700 a lot of the 895 00:33:26,700 --> 00:33:27,700 elements of the uh 896 00:33:27,700 --> 00:33:28,966 gooey elements 897 00:33:28,966 --> 00:33:30,600 uh things are much nicer 898 00:33:30,600 --> 00:33:32,600 uh you can see instead of the sliders as 899 00:33:32,600 --> 00:33:33,800 really comfortable 900 00:33:34,266 --> 00:33:35,733 uh uh wheels 901 00:33:35,733 --> 00:33:37,533 and there are lots of other goodies 902 00:33:37,533 --> 00:33:38,566 unfortunately 903 00:33:38,566 --> 00:33:41,000 uh the speed tree that you are getting on the 904 00:33:41,000 --> 00:33:43,400 VPN at uh at FXPD 905 00:33:43,400 --> 00:33:44,933 is still version 6 906 00:33:44,933 --> 00:33:47,100 and this is why I've been doing all this 907 00:33:47,100 --> 00:33:48,400 with version 6 908 00:33:48,400 --> 00:33:49,800 so I just wanted to uh 909 00:33:49,800 --> 00:33:52,200 give you a little glimpse at the new one 910 00:33:52,500 --> 00:33:53,500 and now that 911 00:33:53,500 --> 00:33:54,366 you've seen it 912 00:33:54,366 --> 00:33:56,633 we're gonna go back to version 6 913 00:33:56,966 --> 00:33:59,400 so I brought in one of the plants 914 00:33:59,500 --> 00:34:00,866 um that we created 915 00:34:00,866 --> 00:34:02,033 that I created 916 00:34:02,566 --> 00:34:04,366 and we want to 917 00:34:04,366 --> 00:34:05,300 see the wind on it 918 00:34:05,300 --> 00:34:08,066 so we can click on the wind button right here 919 00:34:08,366 --> 00:34:10,100 and after a few moments 920 00:34:10,100 --> 00:34:10,733 we'll start 921 00:34:10,733 --> 00:34:12,166 seeing things moving 922 00:34:12,366 --> 00:34:14,033 and currently these look 923 00:34:14,933 --> 00:34:15,766 a bit weird 924 00:34:15,766 --> 00:34:16,800 you can also see 925 00:34:16,800 --> 00:34:18,000 a little fan here 926 00:34:18,000 --> 00:34:19,366 blowing happily 927 00:34:19,566 --> 00:34:21,266 and here you can 928 00:34:21,800 --> 00:34:22,733 you know turn around 929 00:34:22,733 --> 00:34:23,700 the wind direction 930 00:34:23,700 --> 00:34:24,733 the way you wanted 931 00:34:24,733 --> 00:34:25,366 let's make it 932 00:34:25,366 --> 00:34:26,833 coming from the left 933 00:34:27,000 --> 00:34:28,266 really it matters only when 934 00:34:28,266 --> 00:34:30,166 you export different types of plants into 935 00:34:30,166 --> 00:34:30,966 the same scene 936 00:34:30,966 --> 00:34:32,466 and you want them to be 937 00:34:32,600 --> 00:34:33,533 equal in terms of 938 00:34:33,533 --> 00:34:34,366 the wind movement 939 00:34:34,366 --> 00:34:35,700 or wind direction 940 00:34:36,266 --> 00:34:37,366 but these things look 941 00:34:37,366 --> 00:34:38,200 really weird 942 00:34:38,200 --> 00:34:39,500 so we'll start by 943 00:34:39,500 --> 00:34:40,600 applying uh 944 00:34:40,600 --> 00:34:43,066 one preset uh wind 945 00:34:43,066 --> 00:34:44,666 so right click on the 946 00:34:44,666 --> 00:34:45,566 uh little fan 947 00:34:45,566 --> 00:34:47,233 go to the Wind Wizard 948 00:34:47,400 --> 00:34:49,066 and here you can select 949 00:34:49,066 --> 00:34:51,266 basic presets to start from 950 00:34:51,600 --> 00:34:53,766 uh we're going to select the 951 00:34:53,900 --> 00:34:55,366 stately shade tree 952 00:34:55,366 --> 00:34:56,900 now this is definitely not a 953 00:34:56,900 --> 00:34:58,366 stately shade tree 954 00:34:58,400 --> 00:34:59,866 but it's gonna give us some 955 00:34:59,866 --> 00:35:01,000 you know kind of generic 956 00:35:01,000 --> 00:35:02,100 basic settings 957 00:35:02,100 --> 00:35:03,066 and we wanna 958 00:35:03,066 --> 00:35:04,900 uh keep the conditions calm 959 00:35:04,900 --> 00:35:06,066 you can go breezy 960 00:35:06,066 --> 00:35:07,166 or calm with 961 00:35:07,166 --> 00:35:08,000 occasional gas 962 00:35:08,000 --> 00:35:08,900 and so forth 963 00:35:08,900 --> 00:35:10,200 you can also do it right here 964 00:35:10,200 --> 00:35:11,433 with those lighters 965 00:35:11,533 --> 00:35:12,933 let's just choose calm 966 00:35:12,933 --> 00:35:14,100 and click okay 967 00:35:14,466 --> 00:35:15,400 and immediately 968 00:35:15,400 --> 00:35:16,900 things look a little better 969 00:35:16,900 --> 00:35:18,666 here you can 970 00:35:18,666 --> 00:35:19,300 see that these 971 00:35:19,300 --> 00:35:20,533 are kind of grayed out 972 00:35:20,533 --> 00:35:22,266 these are the wind gusts 973 00:35:22,300 --> 00:35:23,300 um basically 974 00:35:23,300 --> 00:35:24,900 we have one wind here 975 00:35:24,933 --> 00:35:26,333 um which controls 976 00:35:26,333 --> 00:35:27,733 the general um 977 00:35:27,733 --> 00:35:28,200 direction of 978 00:35:28,200 --> 00:35:29,733 the wind um 979 00:35:29,733 --> 00:35:31,466 sorry the general intensity of 980 00:35:31,466 --> 00:35:32,566 the wind uh 981 00:35:32,566 --> 00:35:33,400 let's put it 982 00:35:33,400 --> 00:35:35,966 at a quarter or 25% 983 00:35:36,000 --> 00:35:36,766 and you see that 984 00:35:36,766 --> 00:35:37,766 the whole plant is 985 00:35:37,766 --> 00:35:38,733 now swaying 986 00:35:38,733 --> 00:35:40,733 and there is also some movement in 987 00:35:40,733 --> 00:35:42,000 the leaves now 988 00:35:42,000 --> 00:35:43,100 a wind animation 989 00:35:43,100 --> 00:35:44,166 in speed trees 990 00:35:44,166 --> 00:35:45,300 probably one of 991 00:35:45,300 --> 00:35:46,700 the most complicated 992 00:35:47,166 --> 00:35:48,533 areas but here 993 00:35:48,533 --> 00:35:49,166 we want to go 994 00:35:49,166 --> 00:35:50,433 pretty simple 995 00:35:50,800 --> 00:35:52,366 this is a simple plant 996 00:35:52,366 --> 00:35:53,466 just has a trunk 997 00:35:53,466 --> 00:35:55,033 and leaves so 998 00:35:55,600 --> 00:35:56,566 the motion of 999 00:35:56,566 --> 00:35:57,800 the trunks here 1000 00:35:58,166 --> 00:35:59,666 is coming from 1001 00:35:59,666 --> 00:36:00,600 the global motion 1002 00:36:00,600 --> 00:36:03,266 and if we just disable it 1003 00:36:03,800 --> 00:36:05,033 temporarily 1004 00:36:05,133 --> 00:36:06,366 the trunks are not moving 1005 00:36:06,366 --> 00:36:07,533 and we can concentrate of 1006 00:36:07,533 --> 00:36:08,466 the movement of the leaves 1007 00:36:08,466 --> 00:36:09,733 so we see some movement there 1008 00:36:09,733 --> 00:36:10,566 but it seems 1009 00:36:11,000 --> 00:36:11,766 way too slow 1010 00:36:11,766 --> 00:36:13,466 and kind of almost slow motion 1011 00:36:13,533 --> 00:36:14,866 uh let's go to branch 1012 00:36:14,866 --> 00:36:15,766 motion and again 1013 00:36:15,766 --> 00:36:17,000 even though these are not 1014 00:36:17,000 --> 00:36:18,133 really branches 1015 00:36:18,133 --> 00:36:19,900 Speed Tree treats them as branches 1016 00:36:19,900 --> 00:36:20,400 because they 1017 00:36:20,400 --> 00:36:20,933 are the first 1018 00:36:20,933 --> 00:36:22,600 generation that comes out of the 1019 00:36:22,600 --> 00:36:24,000 um the trunk 1020 00:36:24,000 --> 00:36:25,000 in this case 1021 00:36:25,100 --> 00:36:26,566 um we can change 1022 00:36:26,566 --> 00:36:27,966 the style to directional 1023 00:36:27,966 --> 00:36:28,700 just gonna be a 1024 00:36:28,700 --> 00:36:29,900 bit more interesting 1025 00:36:29,900 --> 00:36:31,200 we have curves here that 1026 00:36:31,200 --> 00:36:32,066 are related to 1027 00:36:32,066 --> 00:36:32,800 the wind speed 1028 00:36:32,800 --> 00:36:33,900 and how it affects 1029 00:36:34,333 --> 00:36:35,500 different parameters 1030 00:36:35,500 --> 00:36:37,066 I usually like to 1031 00:36:37,066 --> 00:36:38,166 kind of reset them 1032 00:36:38,166 --> 00:36:39,633 to simple curves 1033 00:36:40,800 --> 00:36:41,666 from these so 1034 00:36:41,666 --> 00:36:43,000 let's just do that 1035 00:36:43,000 --> 00:36:44,166 on these parameters 1036 00:36:44,166 --> 00:36:44,666 we can leave 1037 00:36:44,666 --> 00:36:45,266 the other two 1038 00:36:45,266 --> 00:36:47,200 the same and 1039 00:36:47,200 --> 00:36:49,900 um um let's 1040 00:36:50,500 --> 00:36:52,766 first make the frequency higher 1041 00:36:52,766 --> 00:36:54,766 but we want them to move a little faster 1042 00:36:54,766 --> 00:36:56,200 you know they're just leaves 1043 00:36:56,300 --> 00:36:57,766 and the distance is 1044 00:36:57,766 --> 00:36:58,666 how far the move 1045 00:36:58,666 --> 00:36:59,400 so they move 1046 00:36:59,400 --> 00:37:01,000 so if you put it at 10 1047 00:37:01,200 --> 00:37:02,600 uh they do a big 1048 00:37:02,600 --> 00:37:03,466 dance there 1049 00:37:03,466 --> 00:37:04,700 we wanna keep it 1050 00:37:05,000 --> 00:37:06,566 kind of uh subtle 1051 00:37:06,566 --> 00:37:10,166 so let's do one 1052 00:37:10,600 --> 00:37:11,200 I think that 1053 00:37:11,200 --> 00:37:12,166 should be enough 1054 00:37:12,366 --> 00:37:14,266 um frequency higher 1055 00:37:14,266 --> 00:37:15,233 and now weep 1056 00:37:15,333 --> 00:37:17,500 really kind of makes them bend 1057 00:37:17,500 --> 00:37:19,033 along their length 1058 00:37:19,333 --> 00:37:20,133 just to show 1059 00:37:20,133 --> 00:37:20,966 you how it looks 1060 00:37:20,966 --> 00:37:21,900 when you exaggerated 1061 00:37:21,900 --> 00:37:23,000 if we put 10 here 1062 00:37:23,000 --> 00:37:23,933 they start doing this 1063 00:37:23,933 --> 00:37:24,666 this is great 1064 00:37:24,666 --> 00:37:25,866 for a seaweed 1065 00:37:25,866 --> 00:37:26,900 and so forth 1066 00:37:27,266 --> 00:37:28,000 these of course 1067 00:37:28,000 --> 00:37:28,766 are not seaweed 1068 00:37:28,766 --> 00:37:29,500 and they're 1069 00:37:29,500 --> 00:37:30,566 pretty stiff 1070 00:37:30,933 --> 00:37:32,166 so let's keep it 1071 00:37:32,166 --> 00:37:33,066 at like point three 1072 00:37:33,066 --> 00:37:33,700 just to add 1073 00:37:33,700 --> 00:37:35,566 a little bit of you know 1074 00:37:35,733 --> 00:37:37,366 flexibility in there 1075 00:37:37,366 --> 00:37:39,466 we can also turn on turbulence 1076 00:37:39,500 --> 00:37:40,133 it will make 1077 00:37:40,133 --> 00:37:40,766 the movement 1078 00:37:40,766 --> 00:37:42,066 a little more jittery 1079 00:37:42,066 --> 00:37:43,166 less regular 1080 00:37:43,500 --> 00:37:47,000 and we can play with a sway buys 1081 00:37:47,133 --> 00:37:48,300 so if we move 1082 00:37:48,300 --> 00:37:49,700 the sway buys to the left 1083 00:37:49,700 --> 00:37:50,166 we're gonna 1084 00:37:50,166 --> 00:37:51,466 get more swaying in 1085 00:37:51,466 --> 00:37:52,900 the leaves if we 1086 00:37:52,900 --> 00:37:53,933 move it to the right 1087 00:37:53,933 --> 00:37:56,200 we're gonna kind of choke that swaying 1088 00:37:56,266 --> 00:37:57,466 and the frequency 1089 00:37:57,466 --> 00:37:58,966 again is how fast 1090 00:37:59,133 --> 00:37:59,733 the back and 1091 00:37:59,733 --> 00:38:00,800 forth swaying 1092 00:38:01,066 --> 00:38:02,100 ago so I think 1093 00:38:02,100 --> 00:38:02,566 now we're a 1094 00:38:02,566 --> 00:38:03,466 bit too far 1095 00:38:03,466 --> 00:38:03,933 and everything 1096 00:38:03,933 --> 00:38:04,766 so we can put 1097 00:38:04,766 --> 00:38:05,366 the distance 1098 00:38:05,366 --> 00:38:06,800 like point five 1099 00:38:07,133 --> 00:38:08,300 just to get some 1100 00:38:08,300 --> 00:38:09,900 simple movement 1101 00:38:10,200 --> 00:38:11,366 and again it's up to 1102 00:38:11,366 --> 00:38:12,100 your taste you 1103 00:38:12,100 --> 00:38:13,200 can play with this 1104 00:38:13,200 --> 00:38:14,366 uh the Level 2 1105 00:38:14,366 --> 00:38:15,966 is not really 1106 00:38:15,966 --> 00:38:17,000 um affecting 1107 00:38:17,000 --> 00:38:17,566 anything here 1108 00:38:17,566 --> 00:38:18,533 because we don't have 1109 00:38:18,533 --> 00:38:19,800 any more levels 1110 00:38:19,800 --> 00:38:20,866 on the plants itself 1111 00:38:20,866 --> 00:38:22,133 but we can go back to the 1112 00:38:22,133 --> 00:38:22,966 global motion 1113 00:38:22,966 --> 00:38:24,033 and enable it 1114 00:38:24,700 --> 00:38:27,333 and I just control how much 1115 00:38:27,333 --> 00:38:28,100 the trunk moves 1116 00:38:28,100 --> 00:38:29,266 seems like it's doing a 1117 00:38:29,266 --> 00:38:29,900 bit too much 1118 00:38:29,900 --> 00:38:31,066 so that's the distance 1119 00:38:31,066 --> 00:38:32,200 if we put it stronger 1120 00:38:32,200 --> 00:38:34,300 it's gonna sway a lot 1121 00:38:34,400 --> 00:38:35,566 um let's keep it 1122 00:38:35,566 --> 00:38:36,566 at like point five 1123 00:38:36,566 --> 00:38:37,200 to have again 1124 00:38:37,200 --> 00:38:37,900 just a little 1125 00:38:37,900 --> 00:38:38,966 bit of motion 1126 00:38:39,466 --> 00:38:42,033 um maybe a little more 1127 00:38:42,066 --> 00:38:43,366 let's say point eight 1128 00:38:44,500 --> 00:38:46,366 and um that's about it 1129 00:38:47,766 --> 00:38:48,766 for a plant like this 1130 00:38:48,766 --> 00:38:50,400 it's not too complicated 1131 00:38:50,400 --> 00:38:52,533 and if you just take the wind intensity 1132 00:38:52,533 --> 00:38:54,300 and globally lift it up 1133 00:38:54,533 --> 00:38:58,433 it's just everything is gonna intensify in terms of 1134 00:38:58,533 --> 00:39:01,700 motion and that's not too bad actually 1135 00:39:01,700 --> 00:39:03,166 and you see that it takes time 1136 00:39:03,166 --> 00:39:05,233 you can see it here on this graph 1137 00:39:05,300 --> 00:39:06,900 when you change the wind speed 1138 00:39:06,900 --> 00:39:08,733 it doesn't just suddenly change 1139 00:39:08,733 --> 00:39:10,800 it does it more naturally like 1140 00:39:11,066 --> 00:39:13,933 in reality and you see now speed is going down 1141 00:39:13,933 --> 00:39:17,300 so this is like a global slider of the amount of wind 1142 00:39:17,300 --> 00:39:19,700 one you once you like what you've set up 1143 00:39:19,733 --> 00:39:21,466 so um you like it 1144 00:39:21,466 --> 00:39:25,033 you can turn off the wind display if you want or on 1145 00:39:25,266 --> 00:39:29,000 and now when you export it and you want to export 1146 00:39:30,066 --> 00:39:32,866 uh with wind and 1147 00:39:33,966 --> 00:39:35,800 let's just call it Plan 6 1148 00:39:35,900 --> 00:39:38,500 it's okay again the um 1149 00:39:39,700 --> 00:39:41,533 all the parameters will come in 1150 00:39:41,533 --> 00:39:44,300 and this time you wanna keep everything the same 1151 00:39:44,400 --> 00:39:46,866 but you want to include a wind 1152 00:39:47,200 --> 00:39:49,066 and you wanna keep it at FBX 1153 00:39:49,066 --> 00:39:51,233 as gonna export a point cash 1154 00:39:51,566 --> 00:39:53,933 and the length is up to you 1155 00:39:53,933 --> 00:39:55,566 it it's also up to the shot 1156 00:39:55,566 --> 00:39:57,633 since this is pretty long 1157 00:39:57,800 --> 00:39:59,166 you might wanna keep it at 10 1158 00:39:59,166 --> 00:40:00,966 you also have to remember that the 1159 00:40:00,966 --> 00:40:01,500 you're not gonna 1160 00:40:01,500 --> 00:40:03,333 see this plan from the beginning of the shot 1161 00:40:03,333 --> 00:40:05,600 only like the last third or so 1162 00:40:05,866 --> 00:40:07,700 um frame radies of course 1163 00:40:07,700 --> 00:40:10,100 24 pre roll um 1164 00:40:10,100 --> 00:40:12,000 that will give you some extra seconds 1165 00:40:12,000 --> 00:40:14,066 before frame um one 1166 00:40:14,733 --> 00:40:17,866 and this you don't have to change because it's uh 1167 00:40:17,866 --> 00:40:19,500 connected to the wind 1168 00:40:19,500 --> 00:40:20,600 we've set here 1169 00:40:20,600 --> 00:40:22,700 and if you turn off allow gasting 1170 00:40:22,700 --> 00:40:23,800 there won't be any gasting 1171 00:40:23,800 --> 00:40:25,400 which we didn't use anyway 1172 00:40:25,400 --> 00:40:27,166 and now you can simply go 1173 00:40:27,166 --> 00:40:28,966 and export this plant 1174 00:40:30,166 --> 00:40:32,366 so here's the same plant in my eye 1175 00:40:32,366 --> 00:40:34,233 if you click on the 1176 00:40:34,666 --> 00:40:36,133 trunk for example 1177 00:40:36,133 --> 00:40:38,833 you'll see that there is a point cash 1178 00:40:39,100 --> 00:40:43,233 associated with it and gives you the frame ranges 1179 00:40:43,366 --> 00:40:47,966 um and um which we did 10 seconds so 2:39 1180 00:40:48,266 --> 00:40:50,966 you can OC later ping pong back and forth 1181 00:40:50,966 --> 00:40:52,800 you can reverse the cash 1182 00:40:53,166 --> 00:40:55,566 and and so forth um so 1183 00:40:55,566 --> 00:40:58,400 we'll use that in the next class when we set up things 1184 00:40:58,400 --> 00:41:00,933 because we probably want to frame offset the cash 1185 00:41:00,933 --> 00:41:02,433 not to start at frame zero 1186 00:41:02,600 --> 00:41:03,800 um but that's about it 1187 00:41:03,800 --> 00:41:04,933 it's pretty simple 1188 00:41:04,933 --> 00:41:07,666 I've set the length here to 240 frames 1189 00:41:07,666 --> 00:41:10,733 and you can see the same motion happening in Maya 1190 00:41:10,733 --> 00:41:14,600 so this is a very smooth and easy thing to do 1191 00:41:14,733 --> 00:41:17,300 um so uh we've got that 1192 00:41:17,300 --> 00:41:18,266 in the next class 1193 00:41:18,266 --> 00:41:20,133 we're gonna start putting everything together 1194 00:41:20,133 --> 00:41:22,700 so we're gonna bring a few more preset 1195 00:41:22,700 --> 00:41:24,166 uh plants in there 1196 00:41:24,200 --> 00:41:25,300 just to vary 1197 00:41:25,300 --> 00:41:26,766 we're gonna use our plants 1198 00:41:26,766 --> 00:41:28,766 use that one at the front 1199 00:41:28,766 --> 00:41:30,066 we'll choose a nice place for it 1200 00:41:30,066 --> 00:41:32,166 then put everything together in 3 D 1201 00:41:32,800 --> 00:41:34,500 get all the shaders working 1202 00:41:34,500 --> 00:41:37,600 render it then bring it into comp and do the 1203 00:41:37,600 --> 00:41:38,666 um the tweaks 1204 00:41:38,666 --> 00:41:40,900 and look at the problems that are still facing 1205 00:41:40,900 --> 00:41:43,466 so a lot to do in the next class 1206 00:41:43,566 --> 00:41:46,200 and I'll see you all there bye bye 81090

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