Vegetation

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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 and species composition. Habitats transition into eachother creating an intermediate zone comprising a mix of species from each habitat (ecotone). A species can occur across multiple habitats with each population having separate behavior/adaptations suited for their local environment (habit / ecotype).

Modelling Techniques

Missing textures showing foliage billboards in csgo on cs_insertion

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 / Warpboards
Double sided textured "non-manifold" 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 or camera facing (with particle system). Fixed planes are incrementally rotated (2 = 90°, 4 = 45°, etc.) around Z Axis. (Grass, herbs).
Warning.pngRisk of Confusion: The term billboard technically refers to the camera facing vertical planes but can be used interchangeably with alpha cards, ie. Billboard Clouds.
Billboard Clouds
A non symmetrical technique of "billboarding" that maximizes viewable angles while aiming to minimize the amount of billboards (Leaf clusters, bushes, etc.).
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.

Materials

Textures

Diffuse
RGB color image of the flat shaded plant. The background layer should have no opacity and roughly match the color of the border of the plant parts to prevent issues with alpha sampling, such as darken edges (See alpha dilation).
Alpha
A 1 bit image, white = 1, black = 0. White renders corresponding pixels on other texture maps, black renders nothing.
Icon-Important.pngImportant: Make sure all RGBA values are 0, any value other than 0, even the alpha value will be interpreted as white.
Tip.pngTip: Alpha map can easily be created in a image manipulating program such as GIMP by using Select > Select By Color and selecting the transparent area of the diffuse texture then use Select > Grow by 1-2px and painting the whole area black with 100% hardness pencil tool. Next invert the selection by going Select > Invert and paint the area white.
Leaf Atlas
A technique of UV mapping where variations of twig and leaf sections are evenly spaced in a grid used for quick adjustments to UV Maps. It is important to have enough spacing to avoid unwanted overlap with neighboring tiles when reducing geometry for LODs.
Other common types of atlas types include: texture, hair, sprite & particle.

Animation

see Animation section

Animation

UV
[Todo]
Vertex color
[Todo]

LODs

Common Issues

Performance

  • Todo:  Overdraw

Lighting

  • Todo: Transfer vertex normals

Resources

At the end of the video they recommend:
Tree_It 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.pngNote:: Website in firefox is bugged).

Other Wikis

See Also