Page 1 of 1

Painting vegetation

PostPosted: 07 Aug 2014, 03:47
by samuncle
Hello :)

When I made the first version of chocolate, the majority of the time was spent on putting objects like trees, grass on the track. It's long, time consuming and a bit boring.

We decided to change that to something a bit more fun and easier for artists. You will be able to paint vegetation directly in blender, see the result in real time and then export it in the game.
You can see the density of the palm trees. Blue = no palm tree, Red = maximum density
Image

And the result in game
Image

Of course it's not limited to palm trees. It can be used for all objects present in the library. You can even place lanterns if you want ^^.
A jungle is achieved by putting several different trees, rocks, plants, etc with different densities.

Keep in mind. It's still a WIP feature. There is still some problem and some cases that don't work.
Thanks to auria who implemented this feature

Sam

Re: Painting vegetation

PostPosted: 07 Aug 2014, 10:06
by Ludsky
It's wonderful, Good Job.

Thanks you so much Auria & Sam ;)

Re: Painting vegetation

PostPosted: 08 Aug 2014, 06:42
by Anon
Sounds awesome. I can't wait to see what sort of tracks this will make possible.

Re: Painting vegetation

PostPosted: 08 Aug 2014, 08:10
by asciimonster
Is this the same technique the blender foundation used to make the grass in Big Buck Bunny?

Re: Painting vegetation

PostPosted: 08 Aug 2014, 12:36
by samuncle
Not sure what technique they used for BBB but it's probably not by putting it hand by hand ^^.

They probably used the fur system to create a grass meadow. The main problem with this technique is the amount of poly involved since each grass fiber will be an object. Our technique uses regular objects from the library. It's only their placement that is automatized.

You can do a desert and place rocks with that technique