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[LIGHTNING DEAL!] InfiniTREE - Procedural Ltree generation & growth,Multithread dynamics &prefab use

Discussion in 'Assets and Asset Store' started by nasos_333, Dec 25, 2014.

  1. nasos_333

    nasos_333

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    No, this is my standalone spline to mesh module, is totally different than the tree maker one :)

    I just showcase how i manipulate the mesh along the spline, this is a single mesh with 2 profile curves
     
  2. nasos_333

    nasos_333

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    Here is a sample of the branch connected to a simple sphere, i added option to attach to any arbitrary mesh.

    About the seams, this for sure is one of the challenges to automate, so will be working on that next and any help is welcome :)
     
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  3. Recon03

    Recon03

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    Sure thing, ya attaching was the part, that was beating me up a bit in a procedural way, so that it fixes seams.
     
  4. Recon03

    Recon03

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    Oh ok, I have a few tools in Maya, that do this with Splines. So I was curious if that is what you did, or actually make it seamless.
     
  5. nasos_333

    nasos_333

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    That would be the tricky part i guess, will take some research to get there for sure, but will definitely try fully automating it.
     
  6. Recon03

    Recon03

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    For sure, I will do what I can to see what I can come up with. ( I don't need anything from it...of course. on my end. I been researching this issue on and off for a awhile now. I will DM you, to keep this post a little clean.
     
  7. nasos_333

    nasos_333

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    Here is a sample of the batched model after some extra work.

    InfiniTREE can then batch multiple of those instanced together.
     
  8. nasos_333

    nasos_333

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    I attach a sample of the latest WIP, i adapted the branch to photogrammetry, though the texture is still work in progress, now is just manually made. Also added some vine with my vine sub system.
     
    Last edited: Nov 24, 2021
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  9. Recon03

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    Do you have anything I can take a look at with you attaching it, I know its a WIP?
     
  10. nasos_333

    nasos_333

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    You mean a video showing the attachment process ?
     
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  11. nasos_333

    nasos_333

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    Here is some WIP on the attachments, extending the original tree.

    BTW, I just read the Unity license agreement and I think is against their rule to make something with the assets in general and sell it as an asset itself, since the purpose they describe is for final digital products. To this end I think I could add a license for making this allowed in some way, or maybe have two versions, one of which will grand that license, this is TBD.
     
  12. Recon03

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    Not sure what you mean. by against there rules. if you mean if someone sells, say trees that make, with an asset and they sell that?

    I know the other tree tool, people do that. Plus the textures and 3/4 would be a scan, so not sure how that would be against the rules, since people do that all the time, bring in work from Maya, to Unity and back to Maya and sell it. or Houdini or what ever. Which would be the same thing. there is no code being sold.

    basically the user is exporting a mesh back out of Unity, which began in Maya to begin with.

    The other tree tool, the whole tree is made in Unity and people sell them.

    With this, if people are using the way I would, its an external mesh to begin with, which is being edited. in Unity than back to Maya/Blender.

    I'm sure others will use it as a whole like, the other tree tool, Mtree which is also a Blender tool. plus a Unity one.

    if Unity made it against the rules, than it would be in the same boat as Speed tree... since Speed tree you can't sell your own work either. ( which I always found to be crazy, since its your work to begin with... not Speed trees.. lol.


    for the past 10 years or so, I mainly use Maya, and Xfrog, which uses procedural splines, the only part missing is being able to procedurally , wield the scanned mesh to the procedural, which is what I been needing. ( I may break down, and just make a damn script in Maya and just do it Maya. ) if Unity gives a hard time about selling anything.

    This is what I use now. I just can't procedurally wield it .



     
    Last edited: May 11, 2021
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  13. nasos_333

    nasos_333

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    3D modeling software has different license, generally all Unity assets are supposed to be used in final product and not create items for reselling. An example would be to get a random sky asset, render out the clouds and sell the skybox, that would also not be legal in Unity store terms. Also about same would be to buy any 3D model asset, modify it and resell it in the store.

    If people do that with other tree systems, perhaps have a special license or just not know about the issue.

    But i hope i can place a license in the system to add to the Unity license.

    I could also check with Unity on this, or you can also send them an email about it to be sure though.
     
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  14. nasos_333

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    I checked some tools and seems generally could be allowed :)

    http://www.procore3d.com/faq/

    Pro Builder for example allows it by default, so maybe there is no need for extra license
     
  15. Recon03

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    Yup see. ( This is something I looked into before since I have done alot of work this way.... because a ton of work is between software..

    Like I said, we start in Maya.. bring it to Unity make edits, and than back to Maya... This is different... So this normally is not bound to the Unity license in that regard. since its a standard mesh. That can't really prevent this.

    Now if it was something made entirely in Unity that is a different story.. In Maya its our WORK,

    Alot of work in the industry we use HOUDINI as well, so a lot of back and forth between software, so Unity could never license stop that aspect ...anyways.

    If that happen contractors like myself would not exist..... so many of us work between programs...

    Like for example, when I do Photomet work..

    I use AGISOFT, Substance Designer, ZBrush, some work in Unity , RIZOM and others...So we are between software a lot... This is for Scanned Tree, plants etc ...


    Unity could never bind us to a license in that regard due to where the mesh began and ended and how its used.

    The reason Speed tree can prevent this, is because there procedurally tree tops are used, to make the trees, ...which I still believe is shady how they can prevent sales, since the actually mesh is made else where first... So, This is something I know has been talked about a lot since Speed tree, should be able to do this, since the tree is NOT entirely made using ST....

    it causes all sorts of licensing issues, since the work is not created by ST, but AGISOFT, or ZBRUSH..... So this is something I know others have fought.... I doubt Unity would pull that nonsense since our work goes between to many programs for scans anyways.
     
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  16. Recon03

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    also not always true, CTS was made using AMPLIFY and others do the same with other assets....

    anyways the main thing I personally care about is having the trunk weld procedurally to the top of the tree ... This is what is missing between most software besides ST.


    Others may want to make the whole thing using what ever you are making. Which is nice too. but for myself I still would use XFROG, AGI, ZBRUSH to make my TREES, I just need something, in my work flow to procedurally attach them.


    Also as far as the branches and having them intersect to the trunk, you could do intersect blending... there is an asset made in UE that does this technique that may help you as well. for that part.

    around 36 seconds it shows it

     
    Last edited: May 11, 2021
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  17. ta10060976

    ta10060976

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    Hello, I would like to ask if it supports tree generation on mesh.Thanks
     
  18. nasos_333

    nasos_333

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    NIce ,will check also
     
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  19. nasos_333

    nasos_333

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    Hi, sure, the system can be planted on anything with a collider.

    I was working on a pure deferred mode shader that may play better with occlusion, i will check if have included it in the project or was unfinished internal work at some point and get back on this as well.
     
    Last edited: Jun 10, 2021
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  20. nasos_333

    nasos_333

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    InfiniTREE v1.9.3 has been released at the Unity Asset Store !!!

    InfiniTREE v1.9.3
    - Upgraded project to latest Unity 2018.4.32 version
    - Added InfiniTREE HDRP Beta v0.1, the HDRP project is standalone and must be installed separately, after erase all standard pipeline items. The HDRP package can be found in ARTnGAME - InfiniTREE HDRP folder.
     
    Last edited: Nov 24, 2021
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  21. twobob

    twobob

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    Hope you are well. Waves from here.
     
  22. nasos_333

    nasos_333

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    Last edited: Jul 26, 2021
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  23. twobob

    twobob

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    Legend
     
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  24. nasos_333

    nasos_333

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    Thanks :)
     
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  25. twobob

    twobob

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    You should also network this in other places. Only people who already have the product are likely to look here.
     
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  26. nasos_333

    nasos_333

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    Sky Master ULTIMATE users will also enjoy great discounts to the upcoming assets including:
    PANGAEA (GPU based Terrain generation)

    Sky Master ULTIMATE URP-HDRP
    InfiniGRASS STUDIO

    TREANT Tree Generator
    LightFLOW: 2D-2.5D Impostor Volumetrics
    Oceanis: GPU Water and Ocean
    InfiniCREATURE (Skinned mesh customizer)
    Glamor (Image FX Suit)
    MassAI (massive AI agents system)
    PANGAEA CityGEN (procedural - web based city generator)
    PANGAEA VoxelGen (map voxelizer suit)
     
    Last edited: Dec 1, 2021 at 12:40 AM
  27. nasos_333

    nasos_333

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    In celebration of the 10th perfect review for InfiniCLOUD, ARTnGAME holds a Lightning Sale for few hours !!

    Buy InfiniCLOUD (-50% Off in Unity Sale - $25 vs $50) and can access all ARTnGAME assets for just $17 each !!! Limited time offer !!


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    InfiniGRASS: GPU Vegetation (50% off)
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    Ethereal URP: Volumetric Lighting - $17
    InfiniTREE - $17
    Toon Effects Maker - $17
    Advanced FX Creator - $17
    Particle Dynamic Magic - $17

     
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