Great result, congrats on the way the script is evolving
This looks amazing. Can’t wait for the full release. Thanks for the work ypu are putting in to it.
That shader looks really good! How flexible is it (in terms of getting different bark textures)?
By the way, you should technically still be able to do a kind of biased cone tracing, especially if the voxels get a bit smaller:
You can treat the ‘density’ of each voxel as a probability/weighting function. Pretty much, treat it as a volumetric absorption. However, I understand that implementing this as a default technique may compromise the realtime interactivity of the model.
If I may, I suggest adding that as a dropdown option for the pruning node (like SSS mode).
As far as the anti-aliasing approach goes, I think some AA on the branch > matrix end would definitely be beneficial, but you can also easily implement a vertical bias for the sampling check as well (I’m honestly not sure how realistic it is, but it’s worth checking 'cause it’s so easy). Pretty much, you add a ‘shadow’ on the lower voxels (increased AA radius when going down).
I finished the procedural tree material. It is a combination of three procedural materials: Bark, wood and moss. Here is the result:
And could you share the settings for this tree ?
It will be the default material in the upcoming version. The tree was made using that same version, so the setting won’t match with the current one.
Amazing work continues…
Do you think it is or would it be possible to define different areas where for example moss is more prominent (as it grows where there’s moist, in shadowed areas)?
Yes, there is a “amount” input that controls, well the amount of moss. In the material I plugged the z value of the normal so that the moss is on top of the branches, but you can put a vertex color data into it
Hi, could you do a test/demo of some of the different types of bark you can create with that shader? (redwood, oak, birch, etc.)
It looks really good, btw.
I see here a really impressive amount of work around script:) Maxime - whole community is waiting for new version of Modular Tree:) Greetings!
@Maxime: This is just ridiculous…could you guestimate when this release will be?.. The new procedural bark is simply great.
I would love to make some trees for my current game with this…baked and simplified ofc.
Thanks everyone, The upcoming version should be ready before the end of the next week.
@lolwel21: here it is
I can’t believe…looks so good! These barks in connection with geometry will give us unlimited possibilities:) Sky is the limit:)
wow wow wow!!
amazing stuff Maxime! It looks really good, looking forward to test the next version!
Just downloaded the last version.
Really impressive, the generation is very fast, the tree shapes are very natural and realistic.
And the 4 provided materials are just great.
Will play with the script later on but up to now I find it quite stable.
Wind operator is crashing Blender but I remember you said it wasn’t functional at the moment.
When a material is set to the tree, it is lost after recreation, would be nice to keep it. This said I noticed that a new tree is generated at creation and when auto_update is selected, would be nice to have a refresh to keep the original mesh
Particle system is not top and will probably require some improvement.
Great work Maxime
Enrico - where you find last version of Modular Tree with new geometry mode and bark textures? GitHub?