WEBVTT

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Welcome to.

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Introduction to a sapling in this video.

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You'll turn on a sapling and on your learn the fundamentals of suppling understand to save before using

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sapling and we'll see why and learn how to prevent blender from crashing when using sapling.

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Let's go explore sapling now over in blender.

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So the first thing that we need to go and do now is make sure that sapling is turned on.

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So you'll find that under file user preferences and go to the add ons tab.

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Now we can search for it.

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In fact it's here add curve sapling we don't need to search for it.

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I've already got it turned on.

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If you haven't please put a tick in this box and save your user settings.

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Excellent.

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Now that saplings turned on we can go and explore with it.

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So first of all so we don't muck around with our current blender file the bunny that we're working on.

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Let's go explore the sapling add on in a brand new blender file.

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Ill also make sure everything's nice and smooth for us and nothing else is slowing us down.

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So I'm going to make sure I've saved my fluffy bunny and hop over into a brand new blender file.

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Excellent.

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So now that we're in a brand new blender far we can go ahead and add half first tree.

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So first of all let's get rid of our cube.

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Now the sapling add on itself is located under the curves so you can go add curve and add tree or shift

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in a curve add tree and it will add a tree forus not quite there yet.

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Let's go in and see what else we can do.

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Okay solvay expanded the operation panel all the operator panel in the lower left hand corner here so

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we can play with some of these settings.

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Now when you're going to go into great detail at this point in the course regarding sapling but do have

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a play about it's a wonderfully addictive tool for making some wonderful.

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Trees and other plants as well.

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So we're going to start on the Geometry tab and look at the branch splitting and branch growth.

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We're not going to do the leaves or anything else for the moment we just go and deal with these three

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sections and a very brief overview of them.

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So geometry if we turn the bevel on we can see the the tree becomes three dimensional which is a great

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stance and the bevell resolution determines how high.

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How many faces this is going to happen at the moment.

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Scott 4 I presume this is now 5 6 7 etc. but what you can see is as these increase the number of triangles

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also goes up so the higher the resolution the tree the more efforts you are going to have to put into

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rendering it as well as the curve resolution doesn't make a difference when it's on vector.

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However when it's on auto.

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This curve for a solution has a huge difference and it basically controls midspan up here with the curve

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resolution set to 1.

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You can see that these are really jagged.

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But as we turn this up they get smoother and smoother.

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But of course that adds more geometry as well.

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Random seed will as it sounds.

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It starts the tree off in different ways.

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A great way of getting a good starting point.

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In fact I quite like the one that one there kind of wiggles along as a great start ratio.

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Well this is the ratio of the trunk size so that looks more like a dragon's tail or something outside

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of World of Warcraft of days gone by.

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To be quite honest I can't see that being a tree.

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Could be some alien plant though.

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Your imagination can run wild.

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But that biloela not ever backed down.

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Scale of the tree is how high it is solves.

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You can make it a whopping great big tree or a tiny tree.

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So I'm going to make it a bit smaller so just fits on the screen so we can see the whole tree scale

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variation.

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The variation in the tree scale so we can turn that up and down and it will make another difference

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radius scale.

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Well this is going to change the size of the trunk itself.

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We want that back.

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Here we go.

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And the variation will change a variation on that.

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So going onto the branch splitting this is where you need to be careful.

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I can't stress enough that you will lock blender up at some point whilst playing with this.

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So if you're working in a file before you play with sapling please save.

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Otherwise there's a good chance that you'll get fed up waiting and will have to quit the program and

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start again.

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So levels here now these levels going from one to three and will for lock up my computer it might do

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be a great example of how not to look at your computer.

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Okay I am able to go for in general you probably don't need to go any more than 3 so I'm going to leave

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it on too for the moment so we can see what's going on now branches at the moment.

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Zero is absolutely fine here.

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If we turn this up it's not going to do anything at this moment in time.

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The next one means off this main trunk.

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There are now 50 branches on the third layer down so 1 2 3 where it's 30.

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It means for every every one of these 50 there are 30.

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And finally the four effort every one of those attached to those attached to those there's going to

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be 10.

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Now you can see very quickly cause these are multiplied up you only need to change one of the lower

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figures to have a huge impact further down the line.

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And that's one of those things that all cost you dearly.

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If you go too high.

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And trust me I've done it accidentally.

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You're just moving the figuring.

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Just go to high and the system decides to it's not crashing it's just going to take ages to calculate

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the new geometry segment splits are very similar to branches.

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Ever let's just lower these down so it limits my chance of crashing.

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So we've got 10 branches that are producing 10 branches and that producing 10 branches.

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So there we go.

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We've got a series of branches coming in off there.

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Now other segments splits.

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They split the branches themselves but they don't alter these numbers here so if you split up some of

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these branches Well it looks of it funky at the moment and I don't think were going to be able to count

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them.

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There's far too many of them now let's drop back down a couple of levels if and let's drop down to just

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level two so we can see what's going on.

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So we've got 10 branches coming off of here.

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Well it looks it doesn't quite look ten branches but that's what it says.

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We got ten branches coming off of here now.

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If we splits.

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This first level.

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We still only have 10 branches coming off of it just splits the first level so is a great way of adding

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detail without having to add a load more branches because you're just splitting branches that already

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exist.

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One of the useful things just go turn up the number here again so we can see more some more tree basically

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is the base size and that determines where the actual branches start from at zero or close to zero.

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Any way the branches themselves will they start towards the bottom of the tree so that there looks much

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more like a Christmas type tree of fir tree.

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And of course up the top here a couple of trees that look like that will not look like this.

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A couple of ones are like this Acacia trees and things like that.

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So there's a lots of different types of tree that you can emulate using this and I would encourage you

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to play with the split tangles split angle variation and all of these things here and you'll soon see

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that you can make your tree that was once facing up would droop down and have some really weird effects

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carrying on with it there.

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Okay let's move on to the final section here.

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The branch growth.

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Now this is where you can really change the dynamic of the tree and you can have a let's say a shorter

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stump just here.

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Now all of these are relative to the one above as well as very important to realize that point five

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and point five.

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Well that's half of it was before but point five and 1.

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Both of these are now the same length and point five and 2 means that's the actual All these branches

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are twice as long as the original stump itself.

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Vertical attraction.

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Well it simply changes their vertical attraction it literally all looks.

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That is quite awesome.

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Sorry I have not done that before.

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That is quite alien.

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It's hypnotic.

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Okay that's basically pulls some vertically in a course when they go on over earthcare Looks like it

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wraps it round again and then pulls and backup.

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So very cool.

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And again we've got lots of other things we can work on down here.

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In general I don't bother changing the curve for a solution but as you saw earlier it changes the detail

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level of the curves and it can actually change the appearance of the tree quite dramatically.

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So do play with these sections here and there are a couple of things I want to show you now that you

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can actually make.

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I have made two things I've made a tree and I've made a little bush wood flowers.

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Just to show you how versatile sapling can be.

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So here we have the little bush that I have made with some green leaves on it.

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I modelled these leaves very quickly using a plain and subdividing it and colouring it in green essentially

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and the flowers were there in the nature pack.

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I basically just attach them to the vertices at the end of sapling once it was made and of course saplings

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more known for its ability to generate a tree.

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And here we have a tree in some grass land so you can see the power of it.

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And now I've got a challenge for you guys.

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I would like you to create a flowering bush so you sapling to create a bush like plants create a basically

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leaf to use on our bush convert the sapling curve into a mesh objects using weight painting and virtex

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groups to add flowers to the tips and leaves to the bush.

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Then we're going to use geometry to make the flowers 3-d.

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We're going to make sure that all of your objects have an appropriate material assigned to them.

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And just a reminder to save before making any changing in sapling to prevent the loss of data.

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Just in case you make one change and it causes blender to crash.

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So go ahead and plan out the bush.

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You're going to make have an idea in your head of what it's going to look like as well.

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And now pause the video and give that a go.

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Okay guys welcome back.

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Let's go create a flowering bush over in blender.

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Okay so I've hopped straight on over into my fluffy bunny and I'm going to create a new layer here.

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I'm going to create my bush on.

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So let's go ahead and add the sapling and it looks like my cursor was just a little bit away and I'm

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just gonna move the lock camera off.

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Now I've got just about eight minutes to make this in this video.

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So wish me luck.

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I'm going to add a level to it and make it a much smaller tree.

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About one in height.

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Perfect.

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Right.

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Or in fact it's going to be a Bush.

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So let's go and do some branch growth.

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Let's yeah the first one one.

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The second one point nine.

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Excellent.

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Now there's too many branches there so let's come back to splits.

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Let's reduce that a little.

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That's good.

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Base size this drop it down just a little.

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So it's nice and spread out.

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That is looking pretty good.

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Okay.

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So there's lots of different ways you can go about doing this.

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I don't want to make it too complicated and that's probably going to be complicated enough actually

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so I'm going to stick with that.

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I'm going to shorten the arm length just a little.

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Let's go to branch growth.

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Let's bring that one down.

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And this one up slightly.

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Excellent.

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So now we've got vose there.

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I'm going to keep that as my base because I'm quite happy with that.

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So let's go ahead and convert that so that's good.

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Find it in here we've got our tree under a rename that bush to be consistent.

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And I'm going to convert that to a mesh object.

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Brilliant.

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I'm going to give that mesh object to material.

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I'm going to call it Bach and I'm going to set that Bach colour just to if diff use so dark brown so

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stands out.

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Okay we need to go ahead and create our flower and our leaf.

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Now I'm going to create those on another layer.

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So first of all let's create the leaf so I'm going to do that as a very basic leaf.

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I'm going to get myself a plane here and I'm going to subdivide it a couple of times so I got some geometry

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to work with.

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Now they're subdivided it.

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I'm going to make sure I'm in proportional editing mode.

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It's you're going to start grabbing bits and pulling them about to try and create a general leaf shape

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give or take.

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Hey there's there is Travis way.

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Okay.

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There we go.

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So in point happy with that.

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That rough shape.

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I'm just going to twist the leaf ever so slightly to give it a bit more of a dynamic feel.

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There we go.

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So we've got a leaf there.

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Perfect.

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A final thing I'm going to do on here's a primer add a subsurface division modifier just to smooth the

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leaf out.

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And I'm going to place the origin on the end of the leaf.

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Otherwise it will stick in the middle of our branches when we try and put it on origins of 3-d cursor.

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Perfect.

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So that's that one done is a huge leaf but we can deal with that in a bit.

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Now we need to bring in enough flour so let's add a mesh image as planes go find a flower now which

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one shall I pick.

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I am going to pick.

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I'm going to pick this blue one.

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I do like it's and I'm going to use the alpha channel because I've set up that already diffused and

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transparent import.

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Excellent.

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Let's just focus on that particular.

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There we go.

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Let's go into edit mode and subdivide that twice.

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And that's going to give us some extra geometry on that plane which should allow us to just pull this

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down.

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With proportional editing again turned on and make ourselves a bit more of a 3-d flower.

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Now on it's a have a trumpet that's too big.

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That's perfect.

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And finally under the move 3D cursor to select it will shift an S and then I'm going to hop into object

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mode and set the origin to the 3D cursor.

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So again the flowers are mounted on the right points.

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Now we've got all that we just need to assign ourselves our virtex groups.

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So let's hop into edit mode on this Bush and the object a tour over here.

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This add a vertex group called flowers and hop into edit mode with the Bush selected.

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I'm going to make sure that I've not got any duplicate vertices going on there by removing doubles.

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Yes.

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Fifty one of them were removed some glad I gave it a go.

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And I want flowers to basically appear on the end of all of these.

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Now it looks like I've picked quite a few.

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Of course it doesn't need to be every single one but me being me are I'm going to pick every single

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one.

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Anyway that looks good.

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Add Virts group called flowers.

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I'm sure I did that a moment ago.

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I'm just going to assign those to them.

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Right we're going to lock that group so I can't muck around with it.

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We'll going to add one called leaves and that's basically going to be the rest of our model with the

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flowers D selected.

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Perfect.

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And now let's go to the leaves click a sign and not lock it just yet.

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I'm going to go into a weight paint mode and just remove.

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We've got everything painted red there above the tips.

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I'm just going to go in and scroll up here go to subtract and remove it from the very bottom because

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I do not want leaves coming out of the bottom of the plant.

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There we go.

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That should be good.

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I'm going to lock it.

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Let's go into the particle effects and make sure that we are on the Bush we are.

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I'm going to add a Flowers.

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First of all Ann I'm going to add leaves as well.

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So flowers is going to be a hair type.

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And it's going to come from a scroll down here.

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Density the flower sections all come from the ends.

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I'm going to only have what 50 50 flowers coming on there will set the object to the blue flower.

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Excellent.

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Now I could play about with rotations but I don't feel I.

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Time to do that.

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I'm going to leave it as it is for the moment.

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And then on here on the leaves again it's a tight pair.

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Object is going to be our.

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Or did a name it is.

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It's probably still plain.

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I can't score down there we go plain yet.

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Those are the leaves are going to have to make them a little bit smaller or ashie that's worked out

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quite well.

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Now they're a bit too uniform across them actually going to turn on rendered mode to see what happens

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and they've not got a material assigned to them so let's go assign the material.

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Of course you can probably guess what I'm going to do.

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I'm going to assign it a green.

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That's a little bit darker.

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And there we go.

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And I think all we need to do to this.

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Have we got any children assigned.

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Let's go back to the bush scroll down here.

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No we haven't got any children assigned us so we can't apply any randomness.

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So I'm going to drop this down to about 200.

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Well outlook's much better straightaway than a proper people children on and change the randomness of

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the end points.

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Twist and round ever so slightly.

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We don't want to do that.

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That's looking pretty good.

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Let's see how that looks in context by switching on the ground plane as well.

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So in layers layer management can't see to do grass.

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That's the other one.

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There we go.

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So that's starting to look pretty good.

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Let's render that out there that looks okay.

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I could certainly work on it a bit longer to make it a bit neater but that's a good start.

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How did you guys get on.

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I'd love to see what foliage you came up with.

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Please share yours in the discussion.

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Even if you make a couple different varieties and I will see you guys in the next lecture.
