MojoTree_Basics : davidflame foe KrummenHacker Woz2002
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13.57.27 Woz2002: Hi guys
davidflame: :)
pertm has joined MojoTree_Basics
13.58.42 foe: hi to frauke and pertm.. i don't think i've met you guys before
13.59.32 Frauke: In the forums maybe, but I'm new to vox, and chat in general
13.59.38 Woz2002: Bernard as we go through the session..if I make errors or misquotes, please jump in & rectify me...so as everyone else is clear :)
14.00.02 KrummenHacker: I'll do it! :-)
14.00.08 Woz2002: thx :)
14.00.16 Woz2002: Hi Dmy
14.00.21 dmytry: Hi
14.00.43 pertm: ho
14.00.53 Woz2002: Hi Per
14.01.08 pertm: I meant hi
14.01.13 Woz2002: lol
14.01.35 Woz2002: ...give it 5 - 10 mins & then e`ll start
14.03.11 pertm: hi bug
14.03.20 hillrunner: Hiyaa
14.03.58 Woz2002: Hi Anne
14.04.11 KrummenHacker: Hi Slav
14.04.14 Woz2002: Hi Slav
14.04.29 hillrunner: Hi Slav, Anne, Woz, Bernard... :)
14.04.34 ACHPostma: Hi all
14.04.37 Woz2002: :)
14.04.41 ACHPostma: again
14.05.05 Yaroslav: hullo
14.05.08 Woz2002: Hi m8
14.05.26 Woz2002: Hi Bug
14.05.34 mojobug: Big crowd!
14.05.48 Yaroslav: Should I paint you in green, Woz?:)
14.05.53 Woz2002: yes a great turnout....just hope Im able to delievr to everyones needs :)
14.06.04 Woz2002: whatever Slav
14.06.21 Woz2002: ...Ok 5 mins then well start
14.07.19 Woz2002: ...grab that coffe...cigarette...or toilet duty :)
14.07.40 Yaroslav: I have my birthday beer:)
14.07.42 mojobug: I'M WELL INTO MY FIRST lATTE'
14.07.55 mojobug: Dern caplock!
14.07.59 Woz2002: happy bithdya Slav...is it today ?
14.08.11 Yaroslav: Yes, it sure is:)
14.08.15 Yaroslav: Thanks!
14.08.17 ACHPostma: Congratz Slav !
14.08.18 Woz2002: CONGRATULATIONS
14.08.30 mojobug: Happy B'day Slav
14.08.39 KrummenHacker: Happy Birthday Slav
14.08.42 hillrunner: Bon anniversaire Slav :o)
14.08.54 Yaroslav: Thank you, guys!
14.09.01 hillrunner: how old ?
14.09.05 KrummenHacker: How old are you Slav?
14.09.17 Yaroslav: 33...the mature age for the hobbit:)
14.09.40 pertm: Happy birthday Slav
14.09.40 mojobug: Young for Yoda, tho
14.09.47 Yaroslav: hehe
14.09.49 ACHPostma: So since you're comparing yourself to a hobbit .. where are our presents LOL ?
14.10.17 Yaroslav: I take my words back..(about the hobbits)
14.10.23 ACHPostma: <grin>
14.10.24 Yaroslav: lol
14.10.26 dmytry: S dnem rozhdenia :-)
14.10.29 KrummenHacker: too late!
14.10.32 Yaroslav: Spasibo!
14.11.49 Woz2002: Ok heres what Ive planned for today
14.12.14 Woz2002: If all goes well
14.12.46 Woz2002: <for those that want to record a log...now is a good time to start>
14.13.12 Woz2002: ========WELCOME to MJT BASICS========
14.13.27 hillrunner: thanks !
14.13.43 Woz2002: This is my first session as host so ps bear with me
14.14.01 Woz2002: I am assuming that you may have some or no experience with MJT
14.14.22 mojobug: What's MojoTree?;)
14.14.25 Woz2002: ..& the first part of tdays session is to cover the interface & basics o applying branches
14.14.39 hillrunner: what mojotree, too...?
davidflame: :)
14.15.01 Woz2002: I really hope you guys are winding me up :)
14.15.04 foe: i brought a chainsaw in case i have to cut mine down
14.15.13 pertm: lol
WoofACH has left channel Weekend_Vox
14.15.45 Woz2002: I m working from a MJW3 environment so for those that have the plugin...I hope that everything goes as smoothly....
14.15.58 Woz2002: First we`ll need a new blank planet
14.16.40 Woz2002: ...now we need to create our forest....click the inconn within the LHS interface
14.16.56 Woz2002: simply click & drag anywhere on the planets surface
davidflame: icon
davidflame: :)
14.17.25 Woz2002: Just in case if you dont know what the icon is....Its the TREE icon 4th in at the top of the panel
14.18.03 Woz2002: ...you should now see a white circle with Mover handles?
14.18.10 Woz2002: ^^handles
14.18.27 Woz2002: ?
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14.18.34 Woz2002: <searches for feedback>
14.18.38 Woz2002: Hi Hak
14.18.40 hillrunner: yes I have :)
14.18.47 foe: check
14.18.48 mojobug: yup
14.18.54 KrummenHacker: Hi Hak. You are late!
14.19.14 Woz2002: <waiting for Hak>
14.19.15 Yaroslav: Hi Haku
14.19.17 pertm: yes
14.19.21 hillrunner: Hi Hak
14.19.26 Woz2002: Hi Hak
14.19.30 mojobug: he's still next door
14.19.41 Woz2002: Daves getting him
14.20.07 mojobug: There he is!
14.20.08 hakujin: hello?
14.20.10 KrummenHacker: Hi Hak. You are late!
14.20.11 Woz2002: Hi Hak
14.20.13 hillrunner: Hi Hak
14.20.24 hakujin: hey, gang:)
14.20.35 Woz2002: Hak....new planet> create a forest
14.20.35 hakujin: yeah, it's 6AM here
14.20.42 mojobug: From the cold Northwest, Hak wanders in...
14.20.49 hakujin: on it, WoZ
14.20.54 Woz2002: thx :)
14.21.18 Woz2002: Ok from the LHS of the render panel you will notice the MJT (MojoTree ) icon
14.21.37 Woz2002: left click it to open the forest interface
14.21.42 hillrunner: please what is LHS ?
14.22.01 Woz2002: Sorry LHS...Left Hand Side
14.22.05 hillrunner: ha ok !
14.22.11 Woz2002: sorry :)
14.22.12 hillrunner: thx
14.22.31 Woz2002: so we should all now have a window open for the parameters for the forest?
14.22.40 hillrunner: yes
davidflame: yep
14.22.46 hakujin: git it
14.22.48 foe: k
14.23.07 Woz2002: Forest Mode please select to Single Tree from the DDLB
davidflame: done
14.23.29 pertm: ok
14.23.31 hillrunner: ok
14.23.45 Woz2002: Note: When designing a tree model I always work from a single model first, which later we can convert to a forest
14.24.26 Woz2002: The rest of the settings for now are insignificant as we are only creating a single unit, however they relate to the forest itself
14.25.01 Woz2002: The next thing we need to do is to select Variety 0 ...in the DDLB select MJT Branches
14.25.24 Woz2002: ...this will create MJT Branches 01.
14.25.38 Woz2002: click the < beside this branch
14.26.04 Woz2002: A new window will be presented that is the actual branch
14.26.15 Woz2002: This is where all of the work takes place
14.26.29 Woz2002: Firstly Ill dock my forest Icon
14.26.59 Woz2002: ....Now you should only have the window for braches01 open.
14.27.14 hillrunner: ok
14.27.16 Woz2002: rename it to something like "trunk"
14.27.53 Woz2002: Note: naming in MJW & MJT is important as many of you know & with time as you progress over time naming helps in may ways :)
14.28.09 Woz2002: Sacle= 1
14.28.17 Woz2002: Scale = 1
14.28.29 Woz2002: Length = 500.
davidflame: long tree trunk?
14.29.01 Woz2002: At the moment Im not concerned with making a trunk 500 m tall as I can always change the scale at a later date
14.29.07 Woz2002: thx Dave :)
davidflame: ;-)
14.29.47 KrummenHacker: I'm sorry, but I think that using realist sizes will avoid many scaling problems that are current in MojoWorld!
14.30.04 Woz2002: For this exercise - understanding the relationship with branches is the priority. Scaling is next week
14.30.11 KrummenHacker: ok.
14.30.14 Woz2002: Thyx B
14.30.37 Woz2002: Ok...moving onto the radius
14.31.03 Woz2002: At current we will be creating a trunk that is 500m tall & 1m in radius (2m diameter)
14.31.30 Woz2002: so well need to amend that to a proportion that is more realistic to the length of the trunk
davidflame: k
14.31.53 pertm: ok
14.32.04 Woz2002: 20m should be fine for myself
14.32.26 Woz2002: Branches scale = 1
14.32.33 Woz2002: Base Twist = 0
14.32.39 Woz2002: Segments = 3
14.32.53 Woz2002: etc etc....all set at default
davidflame: What does segments do?
14.33.11 Woz2002: Coming to that Dave.
davidflame: ;)
14.33.24 hillrunner: so we set length to 20 ? (sorry if I didn't understand)
14.33.37 Woz2002: First we need to position our camera to a position where we can see the trunk in the RTR clearly
14.33.51 Woz2002: Length = 500m radius - 20
14.33.56 hillrunner: ok thx
14.34.00 Woz2002: Radius =20
14.34.08 hillrunner: thx
14.34.53 Woz2002: so poition your camera so you can clearly see the trunk....if you wish you can do a normal test cropped render to see a brown naff looking branch
14.35.27 hillrunner: nice !
14.35.38 Woz2002: we need for it to show light & shadow...so I set the daylight settings to 45...& add a material to it
14.36.13 Woz2002: In our trunk window
14.36.15 hillrunner: daylight settings ?
davidflame: sun position
14.36.27 Woz2002: I usually set them both to about 45
14.36.32 hakujin: Time Editor
14.36.34 hillrunner: ok
davidflame: ooops
davidflame: I stand corrected
davidflame: hehe
14.36.57 Woz2002: this gives a good contrast of light over the branch & you will always be moving around your model as we move forward
14.36.59 hakujin: ;)
14.37.27 Woz2002: Sorry If im going to slow or too fast...pls just let me know
14.37.37 Woz2002: In the trunk window
14.37.55 hakujin: a bit slow...
14.38.23 Woz2002: you will se the M for the materials, select it & create a flat material with just a base colour...no disps or anything else at the mo
14.38.56 Woz2002: ...once you added your new material ...just close the material window
davidflame: yup
14.39.24 Woz2002: ...now well start doing something
14.39.39 Woz2002: our trunk at the mo has 3 segments
14.40.03 Woz2002: segments are affected by tilt & twist
14.40.30 Woz2002: make segments = 5
14.40.39 Woz2002: (each segment is 100m long)
14.40.48 Woz2002: as we have a 500m trunk
14.41.08 Woz2002: OK ....understanding tilt
14.41.36 Woz2002: tilt affects each segment at the point it joins along the entire branch
14.42.10 Woz2002: so setting a tilt of 36 will mean that our trunk will form a sort of semicircle
14.42.23 Woz2002: trey it & look at the RTR
14.42.51 Woz2002: this is worked out as 180 degrees / 5 segments = 36 degree tilt
14.43.29 Woz2002: to make the trunk travel through 90 degs....use 90 degress / 5 segments - what degrees?
14.43.39 pertm: 18
14.43.39 Woz2002: ^^ what tilt ?
14.43.53 Woz2002: correct Per....gold star
14.43.56 Woz2002: star :0
davidflame: hehe!
14.44.03 Woz2002: really easy isnt it :)
davidflame: ;)
14.45.08 Woz2002: the maths gets more complicated as we start to apply twist with our tilt
14.45.52 Woz2002: twist interacts in a similar way at each segment join
14.46.11 Woz2002: ^^interacts <told u my typing was bad>
14.46.48 Woz2002: applying TWIST & TILT together is complex to workout mathematically
14.47.07 Woz2002: ...therefore I dont :)
davidflame: Just look and see what appears best?
14.48.10 Woz2002: If you wish to play with the twist you can do....applying twist also effects the overall tilt of the branch based upon the number of segements & tilt &
twist applied
14.48.32 Woz2002: Dave...yes that how I tend to work with twist & tilt....
davidflame: ...me too Woz ;)
14.48.50 Woz2002: there probably is an equation for the twist & tilt
14.49.01 Woz2002: ...unknown to myself at current :)
14.49.38 KrummenHacker: Trigonometry! You know, sinus, arccosinus, tangent, ...
14.49.47 Woz2002: OK...learning the tilt...which is simple is applicable to every branch you create in MJT....so it can be used later etc
davidflame: pie stuff
14.49.51 Woz2002: Thx B
lewis has joined Weekend_Vox
davidflame: with custard on ....yum
14.50.16 Woz2002: :))
14.50.26 hillrunner: Hi Lew
14.50.41 Woz2002: OK so for todays exercise well set the segment to 1, tilt to 0
14.50.45 hakujin: hey, lewis:)
14.50.46 Woz2002: Hi Lewis
14.50.47 pertm: hi lewis
davidflame: Other room <grin>
davidflame: Gets somebody every time
davidflame: hehe!
14.51.53 Woz2002: Ok now onto creating some actual tree like branches for our trunk
14.52.31 Woz2002: In the Trunk window BELOW the materials M icon...select Child1 & change to MJT Branches
14.53.13 Woz2002: Open the new branches windows & name it main Branches
14.53.46 Woz2002: You should now have 2 windows open
14.53.57 Woz2002: Trunk & Main Branches
14.53.59 hakujin: what are those 'child' slots that are above the material button?
14.54.09 Woz2002: Coming to that Hak :)
14.54.15 hakujin: 'k
14.54.18 Woz2002: They are the Child Controllers :)
14.54.30 Woz2002: for a sec dock the trunk window
14.55.12 Woz2002: you should now have 2 stowed Tree icons in the dock area....moving the mouseover will display the name of that branch etc....
14.55.24 Woz2002: ...this is why naming is important
davidflame: :)
14.56.24 Woz2002: Ok so we need to set the length of our main branch....say length 100....
14.56.39 Woz2002: Radius
14.57.17 Woz2002: Ok...at current our trunk is very flat rigid & dead straight & trees have growth that diminishes along each brach & child
14.57.39 Woz2002: Trunk>Main Branch> Limbs>Small Branch> twigs
14.57.53 Woz2002: at each step they get smaller & smaller
14.58.16 Woz2002: therefore our radius needs to be smaller than our trunk
14.58.22 Woz2002: say 15
davidflame: Main Branch = bough?
davidflame: tree talk
14.59.10 Woz2002: thinking o an OAK a trunk breaks into 3...4 main branches
14.59.19 Woz2002: etc etc
14.59.29 hillrunner: OAK ?
14.59.38 Woz2002: OAK....real life tree :)
14.59.41 KrummenHacker: un chene
14.59.48 hillrunner: ok merci Bernard :o)
davidflame: :)
14.59.55 Woz2002: thx B
15.00.17 Woz2002: leave the rest of the settings as is
15.00.34 Woz2002: now lets have a look at what Hak raised ....
15.00.45 Woz2002: lets undock our trunk window
15.01.12 Woz2002: place the Trunk window & main branches window beside each other
15.01.21 Woz2002: In the TRUNK window
15.01.46 Woz2002: ..select Child 1 (bewlow where it says end cap>
15.02.24 Woz2002: This is wher you control how, where the main branches appear :)
15.02.35 hakujin: cool
15.02.37 Woz2002: Group size
davidflame: ;)
15.03.22 Woz2002: currently at 1......increasing the number to 3 or 4 will create 3 or 4 of the main branches depending on what value you select
15.03.41 Woz2002: set it to 3
15.04.07 Woz2002: Base twist & group twist....we will come back to
15.04.47 Woz2002: GRD (group radial distribution) - is how the 3 Main branches are reflected around the circumference of the trunk
15.05.04 Woz2002: at current its set so they will appear all the way around the trunk
15.05.25 Woz2002: set to 180 will mean they appear on only 1 half......90 i quarter of the trunk
15.05.38 Woz2002: for this exercise Ill leave it to 360
15.06.02 Woz2002: FGP & GAS are the next 2 m,qin controls
15.06.08 Woz2002: main
davidflame: FGP? GAS?
15.06.31 Woz2002: OK...our trunk is a single object...
15.06.57 Woz2002: FGP (First Group Position,,GAS ( Group Axial spacing
davidflame: Thanks
15.07.17 Woz2002: soz...I use acronyms to speed things up :)
15.07.28 Woz2002: FGP
15.07.48 Woz2002: out trunk has a base of 0 & a top of 1
15.08.11 Woz2002: every branch & child created in MJT is the same...base = 0 ...top = 1
davidflame: For people reading log later - better to say full then abbreviate ;)
15.08.32 Woz2002: Thx Dave :)
davidflame: np
15.08.59 Woz2002: as at current this means that our Main Branches will occur at the top
15.09.07 Woz2002: ..this is due to value = 1
15.09.22 Woz2002: setting it to ) will mean the branches appear at the bottom
15.09.44 Woz2002: sett it to 0.5 & they start from the midpoint of the trunk
15.10.01 Woz2002: ...for now well leave them at the top so value =1
15.11.05 Woz2002: GAS (Group Axial Spacing)....is if the value is less than 1, how many times will I occur based upon the space between my first occurance & my
subsequent occurrences
15.11.10 Woz2002: QUYICK test:
15.11.15 Woz2002: QUICK TEST:
15.11.25 Woz2002: change FGP to 0.5
15.11.37 hakujin: I entered a value of '.5' and got a series of branches - is that right?
15.11.49 Woz2002: leave GAS
15.11.55 Woz2002: thats right Hak
15.12.09 hakujin: 'k
15.12.43 Woz2002: as the value = 0.5 (midpoint) & the GAS is set to 0.1 you shopuld have 5 setes of branches based in the top half of your tree
15.13.00 KrummenHacker: 6, not 5
15.13.04 hakujin: hey dave:)
15.13.12 hakujin: yeah, 6
15.13.17 hillrunner: sorry, what is group axial spacing default value ?
15.13.17 Woz2002: Thx B....last set is at trunk = 1
davidflame: haha! - next door Hak
15.14.19 Woz2002: You can amend the values to get many differing varieties along the trunk simply by amending these values
15.15.08 Woz2002: for the next 2 - 3 mins.....experiment with the group size....first group position & Group axial spacing
15.15.21 Woz2002: ...then I can get my arms to realx & have a fag :)
15.15.37 Woz2002: ...take note of what changes when amending the values
15.16.57 hakujin: what happens to the groups that go out the top of the box? are they still there?
15.17.12 hakujin: like, GAS+1
15.17.18 hakujin: GAS=1
15.17.39 Frauke: FGP=0.3 GAS=0.03 makes my tree look like the feathery end of an arrow
15.17.57 hakujin: OK - I get it now
15.18.41 Woz2002: Hak....as the trunk has a vlue of 0 - 1 only qanything beyond FGP 1 doesnt exist
15.19.02 Woz2002: ,,,this is the vety basics of MJT
15.19.07 Woz2002: ^^very
15.19.41 Woz2002: ....whilst you're experimenting...toy with the branches tilt
15.20.09 Woz2002: set it to 90 & it will be at 90 degress from the trunk
15.20.19 Woz2002: beyong 90 is a downturn
15.20.36 Woz2002: 180 is flat against the trunk (within the trunk)
15.21.08 Woz2002: enable turns branches on & off
15.21.10 hakujin: how do you set the branch profile? What if I wanted round branches, for example...
15.21.40 hakujin: or taper to a point, etc.
15.21.42 Woz2002: in MJT all branches have a circular radius by default
15.21.53 Woz2002: coming to that in a sec :)
15.22.00 Woz2002: your leading me :)
15.22.04 hakujin: I mean along the branch-length
15.22.09 Woz2002: exactly :)
davidflame: patience grasshopper Hak
15.22.13 hakujin: sorry;)
davidflame: lol
15.22.29 Woz2002: Ok so has everyone had a pay with the settings ?
15.22.37 Woz2002: ^^play
15.22.50 hillrunner: yes
davidflame: yup
15.22.57 pertm: jepp
15.22.58 Woz2002: does it make sense because if not ...we`re i trouble :)
15.23.05 Woz2002: <grin>
15.23.47 Woz2002: The last thing in the Child Controller is the Branch offset
15.23.52 Woz2002: ^^Offset
davidflame: yes ...sinking in gradually
15.24.04 Woz2002: Cool Dave :)
15.24.32 Woz2002: The branch offset work s in metres & will remove the branches from the trunk (detach)
15.24.50 hakujin: does base twist move the trunk as well or just the branches?
15.25.20 Woz2002: adding a value of 10 as an example will offset the branch to start 10m away from the trunks circumference
15.25.39 Woz2002: Hak...base twist is relative only to the branch
15.26.23 hakujin: I'm not seeing any movement using group twist...
15.26.58 Woz2002: This is because at current our branch is a single flat line & twisting it has no impact
15.27.17 Woz2002: Lets explore that Hak
15.27.26 Woz2002: Goto Main Branches
15.27.27 pertm: With several branches you will see it
15.27.38 hakujin: I see it now, thanks
15.27.43 Woz2002: OK :)
15.27.48 hakujin: I only had 1 branch
15.27.51 Woz2002: saved me some work :))))
15.28.27 hakujin: OK - go ahead, sorry
15.28.46 Woz2002: Ok so far we have looked at how a single branch node interacts with the trunk & how to control it
15.29.21 Woz2002: Next well look at how to amend the Radius of the trunk & branches & more
15.29.47 Woz2002: does everyone want to take a break or shall we move on ?
15.30.02 Woz2002: ...sorry its so slow
15.30.08 hakujin: keep going...
davidflame: ready for a break here
15.30.21 Woz2002: ..everyone else OK ?
davidflame: my mugs empty
15.30.35 hakujin: :)
15.30.43 hillrunner: little break
15.30.50 Woz2002: k take 5 :)
15.31.38 KrummenHacker: Really good!
15.32.10 hakujin: yes, it's been very helpful
15.32.50 Woz2002: ...well so long as things are starting to click, then its been worthwhile
davidflame: ;)
15.33.24 Woz2002: Did Dave O not join us?
davidflame: No, he arrived too late
15.33.38 Woz2002: k
15.33.42 hakujin: yeah - and what happened to lewis?
15.33.49 Woz2002: shame I know he really wanted to join
davidflame: Mojoworld 2 only
davidflame: Lewis
davidflame: I arranged to send Dave0 the log when we finish
15.34.41 hakujin: who else is really here - foe, Anne?
15.34.48 Woz2002: thx Dave
15.35.17 hakujin: didn't think so...;)
15.35.34 Woz2002: think a lot are just recording the log
15.35.43 hakujin: must be
davidflame: your spoiling the illusion Hak
davidflame: lol
15.35.52 hakujin: lol
15.35.54 Woz2002: np :)
15.36.08 Woz2002: Ok are we refreshed ?
15.36.14 Woz2002: ...shall we move on
davidflame: I can't type quickly for all my other aliases
15.36.26 hakujin: ha ha
15.36.30 Frauke: Was at dinner, caught up a couple moments ago
15.36.41 Woz2002: np :)
15.36.53 hakujin: almost time to start breakfast, here;)
15.37.13 Woz2002: Ok...the principals for the Branch we have at the moment is applicable for every branch created in MJT
davidflame: Early start for you Hak ...I'm impressed
15.37.19 Frauke: dinner at 3:30... my father works shifts
davidflame: :)
15.37.48 Woz2002: Each branch can have a child & each child can have a child & so on & on & on & on :)
15.38.20 hakujin: I knew Caly wouldn't make it;)
15.38.37 Woz2002: this is how you build the tree.....just remember that each time you go through each branch to diminish the radial size to get the sense of growth :)
davidflame: and perhaps length too?
15.39.29 Woz2002: At current our ardius on the branches ^ trunk is fixed
15.39.39 Woz2002: radius
15.39.52 Woz2002: which is unrealistic
davidflame: ardius o'connell ...good irish name
15.40.17 Woz2002: dock the Main branches window...so we only have the trunk window open
15.40.38 Woz2002: convert the trunk radius to a texture
15.40.52 Woz2002: new texture
davidflame: k
15.41.02 Woz2002: name as Trunk Rad
15.41.31 hillrunner: ok
15.41.39 Woz2002: Change the following items
15.41.59 pertm: ok
15.42.08 Woz2002: Mononfractal to None....World Position to UV Position
davidflame: yep
15.42.28 hillrunner: done
15.42.35 Woz2002: open the Output control
davidflame: k
15.42.47 Woz2002: ...in put curve
15.42.57 Woz2002: flip the curve
15.43.11 Woz2002: top left to bottom right
davidflame: horizontal or vertical
davidflame: k
15.43.39 hillrunner: ok
15.44.04 pertm: ok
15.44.17 Frauke: m-m
15.44.22 Woz2002: Ok...max out put = 50... min output 40
15.45.03 Woz2002: This will create a trunk from 50 m at its base to 40m at its tip in diameter
15.45.13 Woz2002: which will decrease along its length
15.45.30 hillrunner: works fine
15.45.37 Woz2002: the last thing to change id on the Inputs to convert to clamp
15.45.57 hillrunner: why ?
15.46.00 Woz2002: ...this will minimise computing not needed
15.46.05 hillrunner: ok
15.46.33 Woz2002: now with a test cropped render you should see the trunk getting narrower along its path
15.46.40 Woz2002: path (length)
15.47.26 hakujin: so, '0' is the top of the trunk and '1' is the bottom?
15.47.48 Woz2002: O is the base 1 is top
15.47.50 hakujin: on the inputs
davidflame: :)
15.48.30 Frauke: thats why it 's flipped
15.48.40 hakujin: isn't the curve inverted?
15.48.56 Woz2002: The curve isnt really a curve....in this case
15.49.05 Woz2002: Awaits bernard to interject
15.49.38 hakujin: well, plave your cursor on the curve points 0=50 & 1=40
15.49.45 KrummenHacker: U coordinate is used. o means the base of the trunk and the start of the curve.
15.49.52 KrummenHacker: o = 0
15.50.08 Woz2002: Thx Bernard
15.50.11 hakujin: OK - I get it
15.50.20 KrummenHacker: good!
15.50.32 hakujin: :)
15.51.15 Woz2002: Using this basic curve means that setting the min output to 0 will give a complete cone
15.51.40 Woz2002: ...lets turn off our main branches & set the min output to 0 & have a look
davidflame: k
15.51.51 Woz2002: ...as this leads on nicely to endcaps
davidflame: ;)
15.52.27 Woz2002: so to do this...close the curve & texture window
15.52.55 Woz2002: goto the trunk window & select the child 1 controller & unclick the enable button
15.53.35 Woz2002: oopps...not forgetting to have made the min output in the input curve = 0
davidflame: hehe!
15.54.49 Woz2002: ...pull a quick test to see the cone & notice the deformation at the tip
15.54.53 Woz2002: quick
15.55.21 Woz2002: the deformation is created by endcaps are enabled
15.55.45 Woz2002: Endcaps are exactly what they state
15.56.06 Woz2002: a cap that sits over the ned of a hollow pipe (branch)
15.56.28 Woz2002: Open the trunks window & expand the endcap selector
15.56.51 KrummenHacker: ? If the top radius is 0, you shouldn't see the cap, as it is of 0 size.
15.57.03 Woz2002: you can deselect it to create a hollow pipe or equal 0
15.57.12 Woz2002: so why is there a deform at o B ?
15.57.12 KrummenHacker: To see this effect, you should have the min radius > 0!
15.57.27 KrummenHacker: I haven't one.
15.57.50 KrummenHacker: Maybe I'm using a different version of the plugin. I have so many.
davidflame: hehe!
15.58.17 Woz2002: does anyone else have a small deformation at the cones tip ?
15.58.20 Woz2002: tip
15.58.57 Frauke: no, just the pointy end of the cone
15.59.16 Woz2002: ...lol..checks settings
15.59.25 Woz2002: soz guys bear with me :0
15.59.54 KrummenHacker: Woz, continue. We will sort this later.
15.59.59 Woz2002: K m8
16.00.01 Frauke: it works better with 'min output' at 30
16.00.05 hakujin: no - I don't have it
16.00.08 Woz2002: >> I certainly have
16.00.21 Woz2002: lol.....& even on AA4 GD5 :(
16.00.32 Woz2002: Will follow up later with u Bernard :)
16.00.36 KrummenHacker: Save the world file and send it to me!
16.01.06 Woz2002: ..thats interesting
16.01.18 Woz2002: OK.....so at current the endcap isnt shown :)
16.01.28 Woz2002: as the min output = 0
16.01.54 Woz2002: setting the min output in the texture Input curve to a value greater than 0 will create an endcap
16.02.21 Woz2002: Forests are anchored to the ground
16.02.46 Woz2002: Hak...what you may need is Z offset
16.03.05 Woz2002: Endcaps
16.03.23 hakujin: got it, WoZ
16.03.34 Woz2002: The endcap can have any value
16.03.47 Woz2002: from a negative value to a positive
16.04.02 Woz2002: negative endacps are concave (inverted)
16.04.31 Woz2002: positive endcaps are convex (extroverted <<think thats right>
16.04.46 Woz2002: endacps of 0 are flat
davidflame: k
davidflame: makes sense
16.05.16 Woz2002: for many of the trees I have done I tend to use endcap value = 1 which is the default
16.05.45 Woz2002: endacp of 1 is equal to the radius of the branch
16.06.17 Woz2002: therefore you create a dome that reflects the radius of the branch
16.06.28 Woz2002: 2 doubles etc etc etc
16.06.52 Woz2002: OK.
davidflame: how does using a texture for radius effect things?
16.07.26 Woz2002: Thats what I plan to cover next week dave
davidflame: kewl!
16.07.50 hakujin: use UV for leaf-position on endcap-curvature FG?
16.07.50 Woz2002: well start looking at how things can be amended
16.08.24 Woz2002: Yes Hak
16.08.38 Woz2002: , also you can use world position & Surface Position
16.08.56 Woz2002: ...yet to experiment more with that though :)
16.09.10 KrummenHacker: On the endcap, the U coordinate goes from 1.0 to 2.0.
16.10.20 Woz2002: OK....so far we have covered an intro into the Interface & what controls what...without completing a planned model
16.10.31 hakujin: thanks, KH
16.11.15 Woz2002: experimenting with the setup as I have tried to explain...applying....child to child to child with radius' as a UV texture will allow you to create a
"canopy" for the tree
16.11.58 Woz2002: As that is time consuming & something I wish for you to experiment with for next weeks session...can we move onto leaves?
16.12.27 hakujin: sure:)
16.12.27 hillrunner: yes
16.12.32 foe: k
16.12.45 pertm: yes
davidflame: sure
16.13.08 Woz2002: K ...btw your "homework" assignment is to build a tree :)
16.13.19 Woz2002: Leaves...
16.13.27 Woz2002: from our main branches window
davidflame: sneeked that one in <grin> Woz ....Homework!!!
16.13.48 Woz2002: select Child 1
16.13.59 Woz2002: & change to MJT leaves
16.14.00 hillrunner: which one?
16.14.13 Woz2002: ..below material
16.14.18 hillrunner: k
davidflame: child 1 with dropdown listing?
16.14.40 Woz2002: the childs between Endcap & materials are Controllers
16.14.47 Woz2002: yes Dave
davidflame: ;)
16.15.09 Woz2002: below the material window are the actual childs
16.15.35 Woz2002: <suggestion to Bernard for naming >
16.15.50 Woz2002: Open the MojoLeaves window
16.16.20 KrummenHacker: Will think about it. Thanks.
16.16.32 Woz2002: ....many things in MJT require that you leave 2 windows open at any 1 time...for the actual child & the controller
16.16.57 Woz2002: O the leaves window
16.17.26 Woz2002: The first thing to do is to get a leaf that reflects something simlar to what you want to create
16.17.40 Woz2002: this is done by editing the curve in the Leafs Profile
16.17.50 Woz2002: open the curve
davidflame: :)
16.18.06 Woz2002: you will see in here a high curve
16.18.32 Woz2002: The X axis of the curve editor is where the central vein of a leaf takes place
16.19.04 Woz2002: therefore what appears as a curve is reflected to complete a whole leaf
16.19.38 Woz2002: The current Curve will create a very broad leaf similar to a rubber plant
davidflame: k
16.20.09 Woz2002: lowering the curves height...will create sharper more slimmer leaves
16.20.56 Woz2002: The inputs & out puts I have not experimented with to date so I cannot comment further on this curve....
davidflame: Fancy filling in B?
16.21.24 Woz2002: ...however from here amending that curve will help you get a variable leaf shape as you desire
16.21.58 KrummenHacker: You should leave the inputs at 0..1 as they reflect the leaf U coordinate.
davidflame: ;)
16.22.23 KrummenHacker: Output define the leaf bounding dimensions
16.22.36 Woz2002: I assume that the Outputs if amended.....^^ as above :)
16.23.23 Woz2002: As before with the branch child controller...you can create the same effect for the leaves...
16.23.51 Woz2002: ...how many are in a group....where will they take affect along a branch....what angle will they tilt at etc.
16.24.57 Woz2002: Scale within the Leaf window is useful to create some huge varieties & driven with a texture by UV position will create variances
16.25.13 pertm: What if you don't want them in groups?
16.25.35 Woz2002: Per set them as 1 in the child controller
16.25.41 Woz2002: 1 leaf
16.26.04 Woz2002: set them as 10...& it looks like petals on a flower :)
16.26.05 pertm: OK
16.27.26 Woz2002: Position Offset for the leaves widow will allow you to push the leaf away from the branch....ideal if doing tree in Autumn.....
16.27.39 Woz2002: leaves appearing as if blown off of the tree
16.27.46 Woz2002: ...but thats for another day :)
davidflame: neat
16.29.51 Woz2002: Ok leaves are really straight forward....
davidflame: :)
16.30.25 Woz2002: Do you think that you can build a Trunk> Main Branches> Limbs> Branch> Twigs>Leaves?
davidflame: yes :)
16.31.25 Woz2002: ...lol...all goes quiet :)
16.31.38 Woz2002: the only thing we havent covered is materials
16.31.42 KrummenHacker: OK. Got the endcap problem. Thanks Woz.
16.31.49 Woz2002: np B :)
16.31.53 Frauke: sure, this is almost as easy as xfrog
davidflame: Thinking it through before committing to it
16.31.59 foe: let me first get the chainsaw out and cut this one down
16.32.13 Woz2002: LOL :)
16.32.37 hakujin: I've got to go - Baby wants her bacon & eggs... Thanks a lot for the lesson, WoZ-san - it was really helpful!
16.32.39 Woz2002: Bernard> Only way around it is to set 0 to 0.00001
16.32.44 hakujin: see y'all:)
16.32.49 Woz2002: c u Hak np
davidflame: see ya Hak
16.32.51 KrummenHacker: See you Hak.
16.32.56 pertm: I can't see my leaves I don't know what is wrong
16.32.58 foe: cya
davidflame: materials
16.33.10 hillrunner: see you Hak
16.33.18 hakujin: :) bye
16.33.19 Woz2002: If anything doesnt show in the renders assign a material
16.33.20 Frauke: set scale to 1000, it worked for me
16.33.26 hillrunner: same thing pertm
16.34.00 pertm: It does have a material and still I don't see it
16.34.01 Woz2002: as already mentioned scale is not an issue to day as I was more concerned with you learning the relationships
16.34.07 Woz2002: scale it up
16.34.21 hillrunner: same thing pertm ;)
16.34.50 hillrunner: scale is at 20 and i don't see leaves :(
16.34.55 Woz2002: ...try taking your camera in closer..
16.35.03 Woz2002: they are there
16.35.23 pertm: I scaled it to 100 and I could see it in the window, with scale 1000 I could see it in render too
16.35.33 Woz2002: Tip: leaves are 2D
16.35.46 hillrunner: I have leaves in the rtr but non render !
16.35.55 hillrunner: in the rtr little green leaves
16.35.56 Woz2002: OOPs ....in the Leaf input curve change the Max output size :)
16.35.59 hillrunner: nothing in render
16.36.20 Woz2002: from 0.1 (10cm) to 100
davidflame: better?
16.37.30 Woz2002: any luck Olivier ?
16.37.49 hillrunner: wow
16.37.53 Woz2002: lol
16.37.57 hillrunner: very strange leaves, they are red !
16.37.59 Woz2002: take that as a yes :)
16.38.18 Woz2002: Thats due to the material used
16.38.20 hillrunner: yes
16.38.29 hillrunner: mmm
16.38.34 Woz2002: which is next
16.38.53 Woz2002: Materials for the trunk branches etc...should be the same
16.39.02 Woz2002: to define growth
16.39.31 Woz2002: ....of course you can use differing materials to create some interesting concepts
16.39.54 hillrunner: I hope there will never trees like mine in real nature
16.40.00 hillrunner: :o)
16.40.04 Woz2002: applying materials for the branches is a simple task
16.40.09 Woz2002: lol@ Olivier
davidflame: hehe!
16.40.34 pertm: Depends on the tree you want to make
16.40.42 Woz2002: if you wish to spend 20 mins we can explore materials or I can give the 3 min overview & let you experiment ?
davidflame: either options is fine with me
16.41.09 hillrunner: explore mats
16.41.14 Woz2002: k
16.41.17 foe: yep
16.41.25 Woz2002: <feed the hungry> :)
16.41.44 Woz2002: Dock all windows except the trunk
16.41.59 Woz2002: & open the materials window for the trunk
16.42.23 Woz2002: we need to change the flat 2d colour for the diffuse to a texture
16.42.48 Woz2002: New Texture & name it : bark
16.43.16 hillrunner: ecorce ;o)
16.43.44 Woz2002: you can use any of the fractal options & World Position
16.43.46 foe: woof
davidflame: ;)
16.44.30 hillrunner: LFS ?
16.44.44 Woz2002: leave the monofractal as it is & open the colour miser from the output & place some earthy bark like colours in there
16.44.52 Woz2002: mixer
16.45.38 hillrunner: ok
16.46.12 Woz2002: pulling a quick test render will show a falt colour
16.46.14 Woz2002: flat
16.46.27 Woz2002: this is because the LFS of the fractal is too large
16.46.43 Woz2002: therefore it needs to be reduced
16.47.02 Woz2002: I tend to chose a value that is nearer to the value of the radius of the branch I have i use
16.47.22 Woz2002: ...or smaller
16.48.24 hillrunner: done, looks great !
davidflame: :)
16.48.38 Woz2002: Amending the roughness will of course will create a bolder pattern dependant on the fractal you wish toi use & the displacments you all alater
16.48.41 hillrunner: as they says on renderosity : *VOTE*
16.48.48 Woz2002: lol
davidflame: haha!
16.49.01 Woz2002: at current the material is set to World POs
16.49.32 KrummenHacker: I found the reason for the endcap blob. Will tell about at the end of the session.
16.49.35 Woz2002: altitude & slope have no effect on MJT that I am aware of
16.49.41 Woz2002: Thx B
16.50.20 Woz2002: However using UV can create some interesting effects
16.51.36 Woz2002: using offset within the diffused colours can create some varieties that will work well with Displacements
16.51.59 Woz2002: which interacts the same way as with MJW
16.52.21 Woz2002: just not to create -values in displacements on MJT
16.52.31 Woz2002: ..I have found this creates holes in the mesh
16.53.22 KrummenHacker: I know this.
16.54.09 Woz2002: please experiment with the fractals for the colour diffuse at your pleasure.....its all as applicable as planet building with MJW...multi textures etc
16.54.32 Woz2002: I find that Variable Value Gradient tends to work well with MJT
16.55.21 KrummenHacker: Voronoi also give interesting values.
davidflame: :)
16.56.01 Woz2002: With the material displacement as a texture...applying the displacement as a 10th of the radius creates the best results...but again it all depend on
what you want from your tree
16.56.30 hillrunner: Ive done a birch-tree :)
16.56.32 Woz2002: just ensure that the min input is 0 or above to avoid the mesh holes issue
16.56.41 Woz2002: CoOl Olivier
davidflame: sweet
16.58.03 Woz2002: once you have a material you are content with...simply apply that material to each branch & ensure the Scale Material to Branch is enabled
16.58.49 Woz2002: ...& at about this point......
16.59.07 Woz2002: ....Im going to close todays session....unless anyone needs some questions answered?
16.59.21 Woz2002: will be about for 1/2 hour
davidflame: Can you quickly cover saving
16.59.44 Woz2002: OK
16.59.50 Woz2002: SAVING:
17.00.02 Woz2002: we dont want to lose all of that work :)
17.00.08 hillrunner: yes !
17.00.29 Woz2002: On the dock you should have the forest icon still sat there
17.00.30 mojobug: I have the session saved too
davidflame: lol@bug
17.00.57 Woz2002: rename the forest to Test or something to recall at a later date
17.01.16 mojobug: ;)
davidflame: saving trees for use later
17.01.34 Woz2002: then select Save to Library from the save/load icon at the top of the window
17.01.41 KrummenHacker: About the capend problem: it appears when the radius becomes negative as the U coordinate goes up to 2.0.
17.02.16 Woz2002: B it should never be negative as the min output is 0
17.02.32 KrummenHacker: To fix it, clamp the input values of the curve.
17.02.35 Woz2002: start at 0 end at 0
17.02.49 Woz2002: ahhh....clamp the output
17.02.59 Woz2002: thx...lesson learnt
17.03.19 Woz2002: ..Once you have saved you tree
17.03.53 Woz2002: ......you can amend from the forest window from a single tree to a local or global forest...WARNING: may take time due to complexities
17.04.07 Woz2002: click rebuild
17.04.54 Woz2002: Next Week: Building a pre planned model....creating tree variety & a greater look at MJT
davidflame: Excellent ...looking forwards to that
17.05.27 Woz2002: Oh...to import a tree fon a world use the import plugin Icon...find your tree model & a forest is imported
17.05.41 KrummenHacker: Thanks Woz. It was a really good course!
17.05.43 Woz2002: ===========END============
17.05.49 foe: thanks
17.05.51 hillrunner: thanks a LOT Woz !
17.06.00 hillrunner: was a great session
17.06.00 pertm: thanks
davidflame: Many thanks Woz :)
17.06.12 Frauke: Thank you, till next week!