PlantFactory Advanced : Unravelling deeper layers in procedural plant creation

March 24, 2018 @ 8:00 pm - March 25, 2018 @ 9:30 pm UTC+0

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134 people are attending PlantFactory Advanced : Unravelling deeper layers in procedural plant creation


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PlantFactory Advanced - Webinar Entry Details
PlantFactory Advanced - Webinar Entry Details. Registration includes HD webinar recordings and any materials provided by the presenter.
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March 24, 2018 @ 8:00 pm UTC+0
March 25, 2018 @ 9:30 pm UTC+0
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Advanced Creation and Refining of High-Quality Animated 3D Plants

Session 1 : Saturday 24th March : 20:00 GMT (London), 16:00 EDT (New York), 13:00 PDT (Los Angeles)
Session 2: Sunday 25th March : Sunday 25th March : 20:00 BST (London), 15:00 EDT (New York), 12:00 PDT (Los Angeles)


Can’t make the live sessions? Register and we’ll send you the HD recordings



About PlantFactory

PlantFactory by e-on software is a ground-breaking 3D vegetation modelling, animation and rendering software, with application to the CG, SFX, Architecture and Gaming communities.

This two-part set of webinars will dig into deeper layers of PlantFactory. It is a continuation of the introductory webinars from last year, which are still available for download here. There will also be a brief introductory segment in the first session for newcomers about the basics of the software.

The first session will focus on advanced modelling techniques. We will explore the auto-growth node, the creation of roots, how to grow plants on objects, how to create smart procedural materials that automatically adapt to plant properties and how you can utilize advanced dependencies for plant modelling. You will also learn how to create custom interfaces and top-level editors for quick plant customization.

The second session will focus on light-weight plant creation, on how to make plant properties depend on level of detail and on various meshing techniques.

Session 1 : Saturday 24th March : 20:00 GMT (London), 16:00 EDT (New York), 13:00 PDT (Los Angeles)

1. Introduction and “TPF in 10 minutes”-crashcourse 

2. Advanced surface modelling

·        Axis, section and profile editors

·        Fractal displacement

·        Modelling with forces

·        Modelling roots

·        Growing plants on objects

3. Advanced procedural tools

·        Auto-growth node in more detail

·        New leaf node features in TPF 2016 R4

·        Utilizing the nodes from the „miscellaneous“-category

·        Randomness dependencies and custom randomness distribution

·        Cascading levels of inherited plant properties

·        “Smart” procedural materials that react to geometric plant changes

·        Graphing your plants the smart way for saving resources and generation time

Session 2: Sunday 25th March : Sunday 25th March : 20:00 BST (London), 15:00 EDT (New York), 12:00 PDT (Los Angeles)

1. LOD and plant creation for game engines

·        Turning nodes on and off with LOD

·        Swapping different types of imported geometry with LOD

·        Adjusting the resolution with LOD

·        Working with billboards and cross-plane leaves

·        An in-depth look at meshing options, including granular manual control of each plant part’s polygon distribution

2. Building advanced interfaces

·        Controlling several plant values at once

·        Creating sliders and drop-down menus

·        Swapping materials

·        Creating editors and metanodes

·        Creating presets

Have you seen our VUE Super Bundle?

6.5 hours of tutorials on creating VUE detailed scenes by Chris Hecker

About the Presenter : Daniel Seebacher

Daniel Seebacher has been using PlantFactory since its first version and has twelve years of background in VUE. He recently held a PlantFactory webinar on behalf of e-on/Bentley for students of the Bournemouth University in UK. His area of expertise lies in VUE’s Function Editor and PlantFactory’s node-based plant construction. He has contributed preset content and tutorial files to both VUE and PlantFactory and is currently writing a comprehensive book on VUE’s Spectral Cloud System that will unravel advanced node-based techniques for building Cumulonimbus clouds and much more. Daniel was featured in 3D World Magazine and has contributed a chapter to Duncan Evan’s “Digital Mayhem: 3D Landscape Techniques”. In 2010, he was among the finalists of e-on’s 3D Environment Competition.

Besides rendering natural environments, Daniel works in the German publishing industry. He is a trained bookseller and has a Master of Arts Degree from the Ludwig-Maximilian-University of Munich in Publishing. He is currently employed as an Author Relations Manager at one of Germany’s biggest self-publishing platforms and in charge of e-book distribution, marketing and sales for self-publishing authors. In his spare time, he plays in various orchestras and loves all kind of gaming, books and movies.