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Branch Flares and Roots

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  • Branch Flares and Roots

    Is there any way to connect the Balance of Branch Flares on the trunk with the Orientation of Generation on the roots? Also is there a way to add a cap to the base of a Trunk? I'm trying to get the roots to blend in better with the base of the tree.

  • #2
    There is no way to link flare balance to the generation orientation in a way that would survive a randomization; however, you can use the "Generation:Roll" parameter to rotate the roots to match the flares for a particular model.

    Unfortunately, it is not currently an option to put a cap on the base.

    Hope this helps!


    • #3
      It takes a lot of effort to not have the roots feel like they are just stuck on when they should naturally flow from the trunk. I feel that by adding a cap on the base of the Trunk and connecting Trunk Flares and Root Generation together would Greatly increase the visual of naturally flowing roots.

      To make this more speedy and automated could you have the randomization process lock one of the two linked parameters so that the unlocked one would then drive the change to the locked parameter.

      For example I connect the balance of the flares on the trunk to the roots sweep. (In essence telling SpeedTree I want the roots sweep to drive the flares, and not a random number) So when I do a randomization, the numbers for the flares Balance is only affected by the randomly generated roots orientation.

      I'm assuming both numbers would correspond to the same location around the circumference of the trunk. Maybe to get this to work Flares would need to have the same Generation Orientation like parameters such as Balanced, Alignment, Offset, Sweep, and Roll.


      • #4
        To get reasonable roots, in Maya, I exported the tree from Speedtree in *.obj file format, using the Groups specification. Unlike the FBX export function, this allows you to isolate the Trunk and Branches in Maya. I then selected the trunk and asked Maya to "Fill Holes." (Kind of surprising how many polys this added to the trunk and branches, but "Oh Well!" Then, I accessed the base of the trunk and started sub-dividing the face on the bottom until I had enough geometery to sculpt out some roots. UV mapping those additional faces was a little tricky, but possible with some effort. Makes reasonably roots with decent UV mapping possible.