Vegetation: Difference between revisions
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Risk of Confusion: The term billboard technically refers to the camera facing vertical planes but can be interchangeable with alpha cards, ie. Billboard Clouds.
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;Geometry / Mesh: Comprises the thick section of a plant such as the trunk and large branches. | ;Geometry / Mesh: Comprises the thick section of a plant such as the trunk and large branches. | ||
;Alpha Cards: Double sided non- | ;Alpha Cards: Double sided non-manifold textured mesh with [[$alphatest|alpha mask]] (Combined leaf and twig segments, and large leaves with curved / undulating leaf margins, ie. [https://en.wikipedia.org/wiki/Araceae Aroids]). | ||
;Billboards / Imposter Cards: A double sided 2D textured plane with alpha mask (similar to [[SpriteCard|Sprite Cards]] in [[Particles]]). Planes can be fixed to the world or face towards the camera (with particle system). Fixed planes are incrementally rotated (2 = 90°, 4 = 45°, etc.) around Z Axis. (Grass, herbs). | ;Billboards / Imposter Cards: A double sided 2D textured plane with alpha mask (similar to [[SpriteCard|Sprite Cards]] in [[Particles]]). Planes can be fixed to the world or face towards the camera (with particle system). Fixed planes are incrementally rotated (2 = 90°, 4 = 45°, etc.) around Z Axis. (Grass, herbs). | ||
{{confusion| The term billboard technically refers to the camera facing vertical planes but can be interchangeable with alpha cards, ie. Billboard Clouds.}} | {{confusion| The term billboard technically refers to the camera facing vertical planes but can be interchangeable with alpha cards, ie. Billboard Clouds.}} | ||
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== Textures == | == Textures == | ||
* alpha testing | * alpha testing | ||
* "leaf atlas" | |||
== Materials == | == Materials == | ||
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== Resources == | == Resources == | ||
* {{youtube|OHb0ilJwwqw|page=watch|How game developers create foliage}} - General overview | * {{youtube|OHb0ilJwwqw|page=watch|How game developers create foliage}} - General overview. | ||
* {{youtube|e_XmBLx8LWk|page=watch|Foliage Art: an interesting specialty within Environment Art}} - More detailed overview | * {{youtube|e_XmBLx8LWk|page=watch|Foliage Art: an interesting specialty within Environment Art}} - More detailed overview. | ||
* {{youtube|wGvCy-Yai9A|page=watch|Mastering Foliage Art for Games: Pipeline Breakdown with Live Demos}} - Detailed workflow for creating vegetation, uses some paid software but concepts can be relevant to other programs. | * {{youtube|wGvCy-Yai9A|page=watch|Mastering Foliage Art for Games: Pipeline Breakdown with Live Demos}} - Detailed workflow for creating vegetation, uses some paid software but concepts can be relevant to other programs. | ||
::At the end of the video they recommend: | |||
::;{{Steam store|app/2386460|Tree_It|}}: Tree Generator. [https://www.evolved-software.com/treeit/treeit Free version] on dev's website, has a couple missing features to the steam version. | |||
::;[https://www.bentley.com/software/e-on-software-free-downloads/ Plant Factory]: Tree generator made freeware as of 2024 ({{note}}: Website in firefox is bugged). | |||
Latest revision as of 17:16, 12 December 2025
Plants/Vegetation is a common type of prop asset used in environment art, set dressing and level design.
Types of Vegetation
In nature plants evolved to grow in different forms to fill gaps (niche) in their local environment (habitat). In a forest for example a vine grows up a tree to reach light that is less available on the ground.
Vegetation Types:
- Canopy (Largest trees)
- Mid story (Small trees, large shrubs)
- Understory (shrubs)
- Ground cover (Vines, grasses, herbs)
See Stratification
Biomes
Some general Biome/habitat types include:
- Forest
- Rainforest/Jungle
- Grassland
- Wetland/Swamp
- Alpine
- Desert
There are countless types of habitats which are determined by biogeographic factors.
Modelling Techniques
Env Artists use a combination of geometry and textured 2d planes to hopefully create a believable presentation of a the plant they are aiming to create.
- Geometry / Mesh
- Comprises the thick section of a plant such as the trunk and large branches.
- Alpha Cards
- Double sided non-manifold textured mesh with alpha mask (Combined leaf and twig segments, and large leaves with curved / undulating leaf margins, ie. Aroids).
- Billboards / Imposter Cards
- A double sided 2D textured plane with alpha mask (similar to Sprite Cards in Particles). Planes can be fixed to the world or face towards the camera (with particle system). Fixed planes are incrementally rotated (2 = 90°, 4 = 45°, etc.) around Z Axis. (Grass, herbs).
- Billboard Clouds
- A non symmetrical technique of "billboarding" that maximizes viewable angles while aiming to minimize the amount of billboards (Leaf clumps, bushes).
- Shell Texturing
- A technique of layering billboards above one another to create the appearance of noisy repetitive 3d geometry (such as short grass) over large areas.
Textures
- alpha testing
- "leaf atlas"
Materials
Animation
LODs
Common Issues
Performance
- Overdraw
Lighting
Resources
How game developers create foliage - General overview.
Foliage Art: an interesting specialty within Environment Art - More detailed overview.
Mastering Foliage Art for Games: Pipeline Breakdown with Live Demos - Detailed workflow for creating vegetation, uses some paid software but concepts can be relevant to other programs.
- At the end of the video they recommend:
Tree_It- Tree Generator. Free version on dev's website, has a couple missing features to the steam version.
- Plant Factory
- Tree generator made freeware as of 2024 (
Note:: Website in firefox is bugged).
- At the end of the video they recommend: