Starting to look pretty good!
Are you specifically going for a super-dense forest, or do you think adding a few clearings here and there would look good?
Also, judging by the visual repetition on the close side of the image, it looks like you don’t have random rotation set up for your particles. Is there a reason for this? Adding random rotation really helps get much more visual variety out of a single tree model.
EDIT:
I just realized that a large ratio of child-parent particles will produce a similar effect to disabled rotation, even if rotation is enabled, because all nearby trees will share the same rotation. To remedy this effect, there are a couple options.
Make sure your parent particle density is significantly higher than the radius for child particles (using hair particles with simple child method) so that clusters overlap significantly
Use a higher number of non-hair particles with no children, and using Display mode: Point to accelerate viewport function back to usable frame-rates.
I personally used method 2 for my forest in the MTree thread.
I like to keep dense forests on hair particles. Like an etude, I try to focus on a technical problem. Its difficult to achieve both, variation in the forest and fluid blender.
Child particles do not vary in rotation. And child particle radius (Simple Mode) is limited to 10m. Thats 4 small to medium Trees, unless downscaled.
There might be workaround. I try to make single particle system not too dense, but layer several particle systems. I hope I could resolve repetive-children problem and keep blender fluid.
Its a test … animated landscape, trees moving to wind. At least, they should do.
I try to render a 250 frame animation. Used Blender 2.8
Result:
Each frame consumes a bit more memory. after around 100 frames, 16G memory consumed. On around frame 120 stunning 32G memory were consumed. It was not possible to render all 250 frames in one render session without freezing my machine.
Killing blender process was a meditation session.
Now, remaining rendered frames glued into a video file. Video shows, that whole physics stopped working at some frame position.
Aaaah … grmpf … Donnerwetter!
Your trees! They’re swiveling! (I think you’re using hair physics.)
Try just animating the tree mesh itself, and leaving the particles alone.
If you’re using random rotation, that saves you from the repeating tree artifacts, letting you use fewer tree models and saving RAM.
However, it also means you will only be able to model turbulent (non-directional) wind.
This is something Gooseberry had a huge problem with, and they never found a solution they were entirely satisfied with.
One potential idea is to do the wind animation procedurally with shader-based vector displacement (2.8 only). Not sure how good that’ll look, though.
Huh … yes. The trees roll. They spin around their own axis. I liked to understand if there is a way to use Blender Force Fields together with a particle forest.
It will be difficult to use animated Displacement with the forest. How to balance all the leafs to fit the tree with its branches? How the UV’s of maany twigs should be set to match the branches? I fear, this would be a tough one.
I hope, animation nodes will open new ways to animate a forest with force fields. For now, I will try animated tree mesh method.
I am still trying to understand Hair particles. Approaching for a solution, which combines animated single-trees and force-field acrobatics.
Force field tested with a basic object. Rendering done with workbench renderer. Objects quickly flips around their own axis. It wont do for trees, so I look for a way to fix it.
After struggle with particles animation rotations, I decided to abandon particles.
Still using arrows instead of trees.
On animation nodes, I have to switch off “Auto Execution” in the ‘t’ tab, to prevent Blender from freezing.
To update whole Bunch, I hit “Execute Node Tree”
Now, look at instance count. 10000 instances. For a large scale forest, I would use around 100 times more instances. It took nearly 20 seconds to execute (19.28s, only single core used).
For large scale forest: this time, multiplied at least by 100. Around 30 minutes to execute node tree for a forest of just arrows.
Plane got more subdivisions.
Now, it seems there needs to be care about the Outliner. If “Animation Nodes Object Container” is opened, it slows down everything by a magnitude!
On 10000 instances, its 1.71 seconds if “Animation … Container” closed. If tis collection is open in outliner, 10000 instances take 18 seconds.
Trying 50000 instances. “Animation … Container” closed in outliner.
Blender freezes if I start “Executie Node Tree”.
What I like to do, I wont achieve with Blender at the moment. Need to simplify how forest is animated.
And I need to move on, to avoid too much frustration (running against walls for too long), protect motivation and strength.
A rough dynamic sculpt for mountains. Google Earth helps me to gasp shape of mountains.
I did not count how often I destroyed landscape sculpting with a bug. I guess I have to do sculpting on 2.79b.
Now, after I did an apply base – and safed – whole landscape destroyed again.
Handmade tree. No particles used, but nested Collections, Instances (Dupli Linked) and Collection Instances.
Bounding Box seems to make problems with Collection Instances. A single Collection Instance creates a bunch of bounding boxes, cluttering the screen with its overlaping shapes.
Without proper bounding box, whole screen is full and its hard to orient. So I had to do some workaround to compensate and to keep work area clean.
But, Collection Instances did a good job to organize the tree. UI keeps fluid. All instances covered most of 34000 Objects. It is memory efficient too. Whole tree only consumed 50MB memory.
There are some pros and cons.
Cons are mainly issues, because it is a young feature in Blender.
In the viewport, nested Collection Instances could become very cluttered. And, particles wont support collection instances atm. Particles would only be empties.
… munch munch …
On the other side, there are pro’s. First, collection instances used together with ‘duplicate linked’ instances safe a lot of memory. This scene takes around 60MB ram. They render very fast. Finally, I believe we got a good foundation to create instancing based plants.
In future, I believe, addons could take advantage of this new part of Blender.