Making a Tree Bark Texture with Photogrammetry
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Latest comments
3 hours ago

$16 for a *very* non-performant material? If this was intended for use in high-detail scenes, not meant for gameplay, one would generally just use a flipbook animation, or looping HD video texture (both of which are higher quality and available for free all over). I love options, but c'mon, that's pretty steep. $5, maybe. And you can loop in materials, using custom HLSL nodes. Also, there are better ways of doing this, all around. Somewhere on the forums, Ryan Brucks (of Epic fame) himself touched on this. I've personally been working on a cool water material (not "material blueprint", thankyouverymuch) and utility functions, and am close to the quality achieved here, sitting at ~180 instructions with everything "turned on". The kicker? It's pure procedural. No textures are needed. So this is cool, no doubt about that. In my humble opinion though, it's not "good". It doesn't run fast, and it's more complicated than it needs to be.

Lee is right - you can use a gradient effect when you vertex paint in your chosen 3d modelling platform (I've done it in max), meaning the wind effect shifts from nothing to maximum along the length of the leaf/branch/whatever.

by Lee Stojkovic
4 hours ago

I'm fairly certain you can vertex paint the bottoms of the foliage and control the movement using vertex colors along with the wind node. I did this in an earlier project and was able to create a scene with grass that moved less and less as it went down until stationary. I created the grass and painted the vertexes black to red (bottom to top) in Maya.

Making a Tree Bark Texture with Photogrammetry
2 January, 2018

Grzegorz Baran was experimenting with 3d materials recently and decided to try some scanning workflow. The great thing is that he actually documented the whole process and made a short video out of it. This is a nice example of how to capture a non-flat object’s surface.

I wanted to show the way I build low poly for non-planar object and I picked a tree trunk as it seems to be a good example.   

I also tried another trick – forced mesh density to hold more vertex color data for baking, but waiting for confirmation from Agisoft it makes sense. 

I am still testing part when I combine baked height map with bent normal based one. Works very well but as I haven’t tested it on really extreme and broken surface yet so I am still waiting before I update that section in my tutorial.

Grzegorz Baran

If you’re interested to learn more about the technique, do make sure to read the amazing workflow overview from Grzegorz Baran.

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