Search Unity

MTree - Tree creation

Discussion in 'Assets and Asset Store' started by mherpin, Aug 31, 2018.

  1. TomTumbler

    TomTumbler

    Joined:
    Dec 1, 2014
    Posts:
    187
    maxime should link it.
     
    dan_wipf and mherpin like this.
  2. mherpin

    mherpin

    Joined:
    Oct 1, 2013
    Posts:
    69
    I will the next time i update the Asset description !
     
    dan_wipf likes this.
  3. Baldinoboy

    Baldinoboy

    Joined:
    Apr 14, 2012
    Posts:
    1,301
    Have been off the thread for a while. Wondering if Vegetation Studio Support has progressed.
     
  4. dan_wipf

    dan_wipf

    Joined:
    Jan 30, 2017
    Posts:
    168
    well as far as i inow vsp support is done and alive
     
    CaliCoastReplay and Baldinoboy like this.
  5. dan_wipf

    dan_wipf

    Joined:
    Jan 30, 2017
    Posts:
    168
  6. Lars-Steenhoff

    Lars-Steenhoff

    Joined:
    Aug 7, 2007
    Posts:
    2,070
    One word: amazing !
     
    dan_wipf likes this.
  7. wetcircuit

    wetcircuit

    Joined:
    Jul 17, 2012
    Posts:
    988
    :eek: Bonsai App for iPhone will make a zillion dollars!

    Was anyone else sad when the video ended abruptly? :cool:
     
    CaliCoastReplay and dan_wipf like this.
  8. dan_wipf

    dan_wipf

    Joined:
    Jan 30, 2017
    Posts:
    168
    well yes.. it’s short but was intended to show in a quick way whats possible.. if i find time gonna drop a video with some cases where you’d use the addon for real...
     
    wetcircuit and Lars-Steenhoff like this.
  9. dan_wipf

    dan_wipf

    Joined:
    Jan 30, 2017
    Posts:
    168
    well some other good news. we are able to do aswell fern, if you use the no custom plane for leafs, the tris amount is around 350 to 500 tris per fern. compared to speedtree (500 at desktop and 1200 at hero) and blacksmith demo from unity 2500. the left one is made with mtree
    6BC1EE12-8A00-4652-9A1D-410E61120B27.jpeg
     
  10. TomTumbler

    TomTumbler

    Joined:
    Dec 1, 2014
    Posts:
    187
    Looks good. Can you show us a short video with different angles of view and wind animation?
     
    Neviah and dan_wipf like this.
  11. Ozer_Jigme

    Ozer_Jigme

    Joined:
    Nov 2, 2016
    Posts:
    11
    Hey, very interested in purchasing this asset, but for creating non photorealistic trees.
    Is there any advantage to using Mtree for that?
    NPR or toon-like foliage?
     
  12. dan_wipf

    dan_wipf

    Joined:
    Jan 30, 2017
    Posts:
    168
    if you have some shaders, and you’re not trying to get low poly style, it’s defently a valud solution! wind can be adapted quite quick to a shader, if knowledge is available about cg programming or amplify(can help you out there). any furthere questions / discussion you can ask if you want on discord: https://discord.gg/pqKqazJ
     
  13. dan_wipf

    dan_wipf

    Joined:
    Jan 30, 2017
    Posts:
    168
    one of maybe a serial tutorial how to create something in mtree, but depends what the reactions and feed back are
     
  14. TomTumbler

    TomTumbler

    Joined:
    Dec 1, 2014
    Posts:
    187
    Great work. Go up. Next please! ;)
     
    dan_wipf likes this.
  15. dan_wipf

    dan_wipf

    Joined:
    Jan 30, 2017
    Posts:
    168
    I believe next will be about Apple Trees, how you could make them.. (bad style, but just for quick showing what's possible)

    Bildschirmfoto 2019-05-27 um 11.05.47.png
     
  16. Willbkool_FPCS

    Willbkool_FPCS

    Joined:
    Jun 13, 2018
    Posts:
    134
    Very cool! My scene will have several apple orchards and the only decent apple tree model that I have found is the Speedtree one. It would be nice to be able to make my own.

    The fern video was/is much appreciated as well.;)
     
    dan_wipf likes this.
  17. dan_wipf

    dan_wipf

    Joined:
    Jan 30, 2017
    Posts:
    168
    yes, i’ll do upload/make a tutorial probably tomorrow. want to include some shader i’ve developed for the trees => seasonal shader.

    winter: branch no texture, snow if needed,

    spring: green fruit and branch with texture

    summer: eatable fruit/branch with texture

    fall: no fruit and brownish branch
     
    Willbkool_FPCS likes this.
  18. dan_wipf

    dan_wipf

    Joined:
    Jan 30, 2017
    Posts:
    168
  19. Irrgeist

    Irrgeist

    Joined:
    Jul 9, 2015
    Posts:
    15
    Just bought the asset => Created a new LWRP Project using Unity 2019.1.4f1 with LWRP 5.7.2.

    Imported MTree, then double clicked the LWRP Package in the SRP subfolder and get these errors:

    And so on...what am I missing? I tried adding ShaderGraph via the Unity Package Manager, but it didn't help.
     
  20. dan_wipf

    dan_wipf

    Joined:
    Jan 30, 2017
    Posts:
    168
  21. Baldinoboy

    Baldinoboy

    Joined:
    Apr 14, 2012
    Posts:
    1,301

    Thanks for the video @dan_wipf!

    @mherpin, One thing I could really use and why I can not make use of the branch maker yet is normal map input for the leaves and branch stem material and getting a normal map out of the branch maker.

    Working on a library of scanned materials, including real scanned leaves and branches. So a normal input for the leaves in this awesome branch maker would improve the extracted branch material like crazy.
     
    CaliCoastReplay and dan_wipf like this.
  22. Baldinoboy

    Baldinoboy

    Joined:
    Apr 14, 2012
    Posts:
    1,301
    Also Gloss and Translucency input as those maps are also being accurately extracted-

    AutumnOliveBranchMedium01.jpg
     
    CaliCoastReplay likes this.
  23. dan_wipf

    dan_wipf

    Joined:
    Jan 30, 2017
    Posts:
    168

    hm as a fix wouldn't it work to create a new normal map based on the branch texture you've created? anyway the output of the branch editor is 1024x1024 pixels so, it's kind of lower resolution anyway. => have a look at the Picture anyway. might be interesting =)

    Branch Comparison.png
     
    Baldinoboy likes this.
  24. dan_wipf

    dan_wipf

    Joined:
    Jan 30, 2017
    Posts:
    168
    adjusting the shader to support more input information wouldn't be a problem
     
  25. Baldinoboy

    Baldinoboy

    Joined:
    Apr 14, 2012
    Posts:
    1,301
    The problem is a normal map program like Knald or Crazybump does an awful job at faking the normal detail from a color map. With scanned maps the detail is real and it really shows even lower detail branches maps.
     
  26. Baldinoboy

    Baldinoboy

    Joined:
    Apr 14, 2012
    Posts:
    1,301
    That would be awesome! I just find creating good branches by hand to be harder than most other parts of tree creation.
     
    dan_wipf likes this.
  27. dan_wipf

    dan_wipf

    Joined:
    Jan 30, 2017
    Posts:
    168
    Hm what you can do maybe is to Setup as usual a Branch in the Branch Editor, save the Branch and re-apply the Normalmaps from the Bark and Leaf in to the Texture Places. => this will give you some different result than just more variety in brightness of the Texture. Aswell if you open the BranchEditor.cs Script. there is a property called int textureSize = 1024; you can increase the Value to get higher Resolution Branches.

    NormalTest.png
     
  28. Baldinoboy

    Baldinoboy

    Joined:
    Apr 14, 2012
    Posts:
    1,301
    That is a good idea for a hack! Thanks! As long as it does not change the sRGB setting when baking it should work.
     
    dan_wipf likes this.
  29. Velo222

    Velo222

    Joined:
    Apr 29, 2012
    Posts:
    1,280
    Hello,

    Amazing I had not heard of this asset until now! I'm glad to find out about it. I see it says is supports the high-definition render pipeline (HDRP). Is this correct? I've had to stall progress on some of my games because SpeedTree does not properly support HDRP yet.

    If it does support HDRP, which HD package version does it support? I have kind of been locked in to either the HD 4.8 package version for Unity 2018.3 OR the HD 5.7 package version for Unity 2019.1+. I have to use either of those two HD package versions right now because that's all that my terrain shader (CTS terrain system) supports right now.

    Thanks for any info. This looks like a very promising asset.
     
    dan_wipf likes this.
  30. dan_wipf

    dan_wipf

    Joined:
    Jan 30, 2017
    Posts:
    168
    maxime herpine is on an update for general support of the hdrp pipeline. right now it works with 4.9 cant tell you if downwards compatible. gonna test it. but anyway if you have amplify i think you’re able to port it to any version you want to..(can send you some amplify shader nodes or download seasonal shader which is built in amplify => on github https://github.com/danwipf/MTree-Addons)
     
    Velo222 likes this.
  31. Velo222

    Velo222

    Joined:
    Apr 29, 2012
    Posts:
    1,280
    Ok. I've never worked with Amplify, so I'd have to purchase it and learn the system. That's something I'd have to consider. If you're able to test it and it works with Unity 2018.3 and HD package version 4.8 -- that would be great.

    Thanks for the info :)
     
  32. dan_wipf

    dan_wipf

    Joined:
    Jan 30, 2017
    Posts:
    168
    yeah sure. but not today ;)
     
  33. Velo222

    Velo222

    Joined:
    Apr 29, 2012
    Posts:
    1,280
    No problem. Whenever you have time.
     
  34. dan_wipf

    dan_wipf

    Joined:
    Jan 30, 2017
    Posts:
    168
    that's how the normal looks like if you go the "hack" way as you said:

    BranchNRM.png
     
  35. dan_wipf

    dan_wipf

    Joined:
    Jan 30, 2017
    Posts:
    168
    HDRP 4.8 does work, as expected (4.8 HDRP and 4.8 SRP Core), used Unity 2018.3.5f1
     
  36. Velo222

    Velo222

    Joined:
    Apr 29, 2012
    Posts:
    1,280
    That's great to hear. Thank you! Definitely considering picking it up then. :)
     
    dan_wipf likes this.
  37. dan_wipf

    dan_wipf

    Joined:
    Jan 30, 2017
    Posts:
    168
    I would say the possibility's which the tool can handle are growing. I did some add-ons for MTree and I believe there will be more.. shader quality is improving from each update.. I defiantly recommend you this tool as an alternative to "stinky" SpeedTree..
     
  38. Karan90

    Karan90

    Joined:
    Mar 19, 2019
    Posts:
    7
    Does mtree work in VR?
     
  39. dan_wipf

    dan_wipf

    Joined:
    Jan 30, 2017
    Posts:
    168
    have a look your self => made with MTree (it’s a single birch tree, exported as game ready object, with simplifyed shader added)
     

    Attached Files:

    Last edited: Jun 10, 2019
  40. CaliCoastReplay

    CaliCoastReplay

    Joined:
    Mar 26, 2017
    Posts:
    69
    LMAO, I believe you mean Birch Tree ;)

    https://en.wikipedia.org/wiki/Birch
     
    dan_wipf likes this.
  41. CaliCoastReplay

    CaliCoastReplay

    Joined:
    Mar 26, 2017
    Posts:
    69
    So glad to see this tool being continually supported.

    Maxime, I would argue that dan's innovations are becoming necessities for the next version of MTree, if he is willing. :) I have a brutal need for a normal-mapped leaf shader myself.
     
    dan_wipf likes this.
  42. CaliCoastReplay

    CaliCoastReplay

    Joined:
    Mar 26, 2017
    Posts:
    69
    Give me a better deal than Quixel and I'd love to buy use rights to leaves like that!
     
    Baldinoboy and dan_wipf like this.
  43. dan_wipf

    dan_wipf

    Joined:
    Jan 30, 2017
    Posts:
    168
    oh dear oh dear, i cant blame my mobile for autospelling gonna fix it.

    normal mapping is allready supported, or do you mean translucency / Gloss input?
     
  44. Baldinoboy

    Baldinoboy

    Joined:
    Apr 14, 2012
    Posts:
    1,301
    Sorry for the delay. Thought about it and knew it for sure when seeing the screenshot. The normals would not work in this way because the tangent space would not be corrected for the leaves and branches rotation. So each leaf is rotated but keeps the same tangent normal direction, which would break it.

    So will just have to wait till there is official map input supported. Can use this method for other maps like gloss and translucency just fine though. Just the tricky normal map.

    How does a full free CC0 library sound? Still building the library and not even done testing so will link to this thread when it is ready.
     
  45. dan_wipf

    dan_wipf

    Joined:
    Jan 30, 2017
    Posts:
    168
    cc0 library would sound amazing!

    for the brach editor, as far as i know it’s some sort of just placing leaves on a texture with a bark. => reproducal on a photoshopish programm. but can not tell you for sure i’ll have a closer look, if i’m correct there’s a shader thing aswell!
     
  46. dan_wipf

    dan_wipf

    Joined:
    Jan 30, 2017
    Posts:
    168
  47. Baldinoboy

    Baldinoboy

    Joined:
    Apr 14, 2012
    Posts:
    1,301
    CaliCoastReplay and dan_wipf like this.
  48. Baldinoboy

    Baldinoboy

    Joined:
    Apr 14, 2012
    Posts:
    1,301
    @dan_wipf
    Got it working and tested it out. Could not get it to export though. The Export Textures loading bar window pops up but no window to save location pops up and it just hangs there. Am using Windows 10 if that matters.
     
  49. dan_wipf

    dan_wipf

    Joined:
    Jan 30, 2017
    Posts:
    168
    Strange. I did remove the Progress bar thing ( Line 171 and 173). => updated Github
    I did test it on Windows 10 2019.1 and on Mac 2018.3.5. (Both worked for me)

    Just one thing. I believe you have replaced/deleted the Normal.shader and BranchEditor,cs file and replaced it with the Github file, may force recompile the Scripts will help.(Remove the Progress Bar thing)
     
  50. Baldinoboy

    Baldinoboy

    Joined:
    Apr 14, 2012
    Posts:
    1,301
    Re-Importing after replacing the shader and script got it working! Thanks!

    The normals tangent space is not corrected so the normals are off but it might work still. Will do a compare between the blender bake and Enhanced branch maker bake to see how it looks.

    Thanks again!
     
    dan_wipf likes this.