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hello everyone
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and welcome to class No. 8 of new can digital
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environments
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and in the previous class we uh
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kind of finished the balcony and shading it
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and it was ready to be used
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uh we started building some pots to put plants in
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and uh in this class
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I want to devote most of the class to uh
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creating plants using a fantastic software called Speed
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Tree that I use a lot
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and is very helpful
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uh for adding detail to matte paintings to uh
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C G environments
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and to comps
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uh because it makes the very tedious
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task of modelling plants from scratch
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very easy and straightforward
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so if you have taken my speed 3 course
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at Ethics PhD last year
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then things will be very clear
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to you as we build a plant
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species here
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but even if you've never seen this software before
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and this is the first time you even get your eyes on it
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uh if you just follow with me
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I promise to be uh
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clear and simple and to guide you through
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and what we wanna do is basically
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uh create one type of plant
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then we'll use two other um
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preset plants so that we can have some variety
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but even when we create one type of plant in Speed Tree
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it's extremely easy to generate
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uh basically infinite variations of the same plant
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and when I look at the uh
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uh balcony shots
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the the actual balcony
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um what I see a lot of these plants
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this kind of well
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I'm not a botanical expert
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so I don't know how they're called
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but uh this uh
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kind of slim trunk
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and these palm like uh leaves
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and they're quite a few of them
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and I thought this could be a good candy that
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to create from scratch
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it's got a nice shape
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and since we see kind of most of
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the balcony passing by pretty quick
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I think that this kind of shape of plants
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could work for us
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and we can create a several variations
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bring them into Maya
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and that will do it
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the later part of the
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of the class
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so as we look at this as reference
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we can get started
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in Speed Tree
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so let's start by creating a new
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seen or new plant
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and you see that now the viewer has changed
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and you can rotate around
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the viewer simply by using your left mouse button
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and if you hold out
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you can pan around
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and that's about as much as you need to um
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go around the viewport
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now the very first thing
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you wanna do before we even start
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and that's very important
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is you wanna switch from simple mode
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to complete mode
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uh because simple mode is only giving you uh a very
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small percentage of the parameters that you can use
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it's made to get you started easily
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but we we wanna be able to access all the parameters
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and settings
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so don't forget to change it to complete mode
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and we have a tree base
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this is just a top node
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and this is a node software just like nuke
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and what we wanna create in
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the next node will be the trunk
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so we can hover over these when it's selected right
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mouse click
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say add geometry to selected
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and we have a
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a lot of possibilities
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some of them already preset
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we wanna start with the simplest
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possible geometry
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and that would be a simple spike
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which looks just like an elongated cone
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now there is a little man there holding a ruler um
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this is used uh
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it's useful
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if you are creating a whole variety of trees and plants
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and you want them all to be in the same scale
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for our purpose
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it really doesn't matter
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we can use any scaling
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will rescale it anyway when we import into Maya
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so we can ignore the little guy
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cause obviously our little plant is gigantic right now
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it doesn't really matter
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um but let's look at numbers here
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so let's go to spine
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spine is basically
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everything that goes along the lens of the plant
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and we can close this curve window here and also
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close this down
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so we have a bit more space here
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the length is 20
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let's keep it like this
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but let's make it thinner
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so we go to branch
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which is everything that has to do with the
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circumference of um
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the trunk and let's reduce it to
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say point 45
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so it's thinner
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now we don't want it to be so spiky at the end
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so we can control the width
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along the length using the curve here
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so when we click on it
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we get a larger version here
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and we can lift the end
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so that he doesn't feel too much
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like a spike
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still has some tapering
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but not ending in a really pointy and and
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that's better okay
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so this is of course
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looking very straight and mechanical
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we want to add some jitter
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into the length of the
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of the strong
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so let's go back to spine
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and we want to turn on
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percher banks
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I can never pronounce these word right
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let's turn it on
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and this will add some jitter
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not exactly the type we want
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so let's change a few parameters here
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let's increase the disturbance to about 1.14
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we're not seeing still any big change
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but we'll see in a moment
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and we can increase the jink frequency
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but this is getting really twisted
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much more than we want
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let's reduce the jink amount to very small
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let's say 0.04
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so we still have something in there
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but we're generally going straight and not twisted
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and we can play with the Jing frequency
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now one thing you can see
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um very clearly
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is that it's a bit too broken
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a bit too straight and that's probably because we
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don't have enough subdivision
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we can click shift s
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to see the mesh
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you can also do it from here
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just enable scribed
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same thing and now we can see the mesh overlaid
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and it's very clear that we don't have enough
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subdivision
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especially on the length
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so we wanna go to the segments part
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and we want to increase the subdivision on the length
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let's say three times more to 60
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and you can already see it go smoother
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and maybe the radio to 12
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and we can increase the accuracy
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let's say 200
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and that will create more
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jink movement or pertrubans
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and then we can go back here and just play with it
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until we get something we like
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don't forget that at some point
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we're going to randomly generate more variation
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so every time you click on the random button
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basically everything
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um changes according to these parameters
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so we can turn off
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the ascribed or the overlay of the mesh
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and the one thing um
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you know it's got some nice um
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kind of movement along the spine
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but the one thing is missing is a bit more
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you know uneven surface
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we can use some displacement here
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so let's go to displacement
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we don't need any kind of texture
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we can just use the default noise
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let's change the amount to 1.7
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and this is breaking up
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the surface nicely
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and that's basically all we need
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the next thing we can go
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and do is apply a texture to it
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that will help us view things better
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so you've got a few textures
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in the files that came with the class
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um wherever you put them
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let's go and grab one of them
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so we click on this little plus here
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we wanna be in the materials tab by the way
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not in color sets
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click on the plus here
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and we can browse to where they are
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and we wanna load the Bark JPEG
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and when we load that
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you see that it automatically loaded also the um
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the normal map
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so that's what we have for this
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and we can take this little hand here
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is simply drag and drop over the spine
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now it's asking us if we want to replace
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the branch material or the cap
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we want both
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so let's do branch
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and let's drag again and do cap
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cap is basically the little piece
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that's put at the end
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just so that we don't have a white cap over there
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sometimes it's visible in Maya
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so that's about it
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if we turn off the displacement again
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you see that it kind of feels smoother
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especially if you look at the silhouette of the line
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so even though we're getting now
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bump maps and
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and the normal maps which help make it feel more rough
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you really need a little bit of displacement there
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to break the actual silhouette
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so the trunk is uh basically done
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let's move on
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to doing the leaves
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let's make sure the trunk is selected
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and over over 8 right click at geometry to selected
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and this time we're gonna go to France and use
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stems with leaves and I'll explain in the moment
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so we've got these um
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basically we've got two things here
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if you look
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at those uh
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we've got these little branches that come out
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and they're supposed to be the stems
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and we've got this elongated
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rectangles and they're the fronds
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and if you select the fronds and go to
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geometry types
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you see that both branch and frond are enabled
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if we disable the branch
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we only get those rectangles
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and that's basically what we want
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we want just these to create those kind of elongated
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flat leaves
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um so we can keep the branch turned off
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but now of course as you see
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they are not reaching all the way to the end
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if I turn back the branches or
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because the way they're set up originally is to start
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not not where the brand start
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but a little higher up
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but we can fix this very easily
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if we go to the front section
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and change the start
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basically bring it all the way down
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so now if we go back to geometry types and
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turn off branches
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these Frans are starting from the trunk
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now they are
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all along the trunk
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which of course we don't want
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we want them all to be concentrated
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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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