PlantFactory Tutorial Mega Bundle
$97.00
Daniel Seebacher presents three sets of PlantFactory tutorials, providing a searchable library where any word or phrase spoken during the tutorials can be searched for across the library. Over 12 hours of content are include and all videos are captioned.
Tutorial set 1 : Basics and more advanced concepts
Tutorial set 2 : Advanced features in PlantFactory
Tutorial set 3 : Project based presentations
Description
PlantFactory Mega Bundle
Daniel Seebacher presents three sets of PlantFactory tutorials, providing a searchable library where any word or phrase spoken during the tutorials can be searched for across the library. Over 12 hours of content are include and all videos are captioned.
Tutorial set 1 : Basics and more advanced concepts
Tutorial set 2 : Advanced features in PlantFactory
Tutorial set 3 : Project based presentations
About PlantFactory
PlantFactory is a ground-breaking 3D vegetation modeling, animation and rendering software, with application to the CG, SFX, Architecture and Gaming communities.
With PlantFactory you can:
- Create any kind of vegetation, from simple grass to elaborate trees.
- Create your vegetation by painting it, assembling simple building blocks, or completely graphing all plant properties.
- Generate procedural geometry and materials of unlimited detail
- Animate all plant aspects using precise wind and breeze algorithms
- Export your 3D vegetation to your preferred application as standard .OBJ, .3DS, .C4D, .LWO, .ABC (alembic) or animated .FBX
- Go back and forth between PlantFactory and ZBrush using the GoZ bridge
- Render stills and animations for your compositing jobs or for use as billboards
- Expand your plant library through the TPF Nursery
PlantFactory Introduction
Session 1
1. Getting to know the interface
- Viewport navigation
- Understanding the UI
- Units and options
- Drawing and pruning plants
- Manipulating plants with gizmos
- Working with components and libraries
2. Introduction to procedural plant creation with the graph
- Understanding the concept of node-based modelling
- Exploring different geometry nodes
- Working with randomness
- Creating presets & preset variations
- Creating a new component for painting
3. Export and integration
- Export to and integration with Vue: Ecosystems, Plant Editor, Presets & Preset Variations, OpenGL-display
- Exporting to other applications, including game engines such as the Unreal Engine 4
Session 2
1. Advanced graph edition: creating dependencies
- Quick recap of the first session
- A project-based walkthrpugh to to illustrate more advanced concepts, such as:
- Extracting values to drive several plant parameters at once
- Creating published interfaces
- Utilizing Age/Health/Season
- Using the “Miscellaneous”-vegetation nodes to create more elaborate dependencies
- Understanding curves
2. Types of leaves and wind animation
- Exploring blades, warpboards, the leaf node, billboards and imported geometry for leaf creation for any kind of project
- Understanding wind and breeze: deciphering the algorithm, tweaking wind animation globally and for different types of nodes, creating bones for export
3. Meshing and LOD
- Exploring the available meshing modes
- Full control over resolution with manual meshing and quality boost for individual nodes
- Creating LODs
- Controlling parts of a plant with dedicated nodes based on LOD, e.g. swapping high-res geometry with low-res geometry or turning certain plant parts on and off
PlantFactory Advanced
Session 1
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
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
PlantFactory Projects
In this two part series, we will take a look at modelling flowers and other smaller species.
Over the course of two sessions, you will learn
- Different approaches to modelling petals and blossoms
- How to use the new “flower node” introduced in PlantFactory 2016 R5 and refined in PlantFactory 2016 R6
- The differences between the different types of leaf creation techniques
- How to add advanced random deformations to leaves, stalks and petals
- How to create presets
- How to use PlantFactory’s dedicated editors and filter curves to model more intricate geometry directly inside the application
- How to work with realistic scale: modelling from the “small stuff” to the “bigger stuff”
- Tips for creating your textures and materials
- How to optimise the topology of your plant
- How to animate your plant with wind
- The influence of gravity and gravitropism
- How to create presets and published interfaces
- How to create metanodes for automating tasks
- How to graph your plants the “smart” way with clever dependencies
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.