oh damn... 10 years anniversary of our relationship :O
wohoo *hugs ZBrush intensively* :)
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oh damn... 10 years anniversary of our relationship :O
wohoo *hugs ZBrush intensively* :)
since it came up during my own google search and it seems there wasnt an answer to the problem, let me offer a workaround:
how to make a wide Fibremesh if the coverage of 5000% bananas is not enough:
1.
create a cube or something thats vastly larger than your fibre object
2.
merge them into one subtool, tada...
now you have tiny fibreobjects that interpret 5000% bananas properly into thicc leaves or whatever you want. just make sure to remove the huge cube afterwards
edit:
if you still got trouble try masking a single, very large polygon as spawn object and set the "by mask" and the "by area" sliders of the fibremesh to the max
-the mask determines the area and at 5 it only spawns only on the mask (weirdly enough in a clockwise circle if you only mask a single point),
-the area slider determines how much the spawn object's geometry, aka the huge polygon, affects the size of the fiber
i assume that its basicially the good ol ZB max voxel size of your object that affects your sliders and all,
if you build a thin tree for example, or a hairy tower maybe, then theres not much width the 5000% can work with
when you show your latest pictures to a pretty lady and she says she wants to walk around in it a bit... and youre simply a tryhard pleaser...
then, somehow it all comes full circle.
i just picked up the unreal engine again... first time since mmmh... 2004 or so...
and im impressed how it improved,
so after getting the basics down again, coding movement and clouds and weird stuff really, like a rainbowroad, yup as in a rainbow thats a road, i started the ZB to unreal thing...
and woha... ZBs semi procedural fibermesh trees and grass work d... very well! and it was suprisingly easy to implement.
-trees are a single fiber mesh for the trunk and a few more for the leave crown, buildt low then subDed once or twice
you gotta do the trunk with only 3 sides as it gives you a different polygroup for the top cap, if you have more than 3 its a hole and you cant mask all trunks you created at once by selecting that cap.
make sure to give them a greyscale gradient from root to tip (can set that during ZB fibermesh creation) as its needed for wind effects and other dynamics one might be willing to code
(lotsa wind for white and none for black or vice versa)
-grass are fibremesh cards with a simple photoshop vector grass blade texture on it as mask
-music is once again from ST.OT, i just dig what he does with that guitar
https://www.youtube.com/watch?v=rLkkPeugv1g
-that video is meant to quickly demonstrate how ZB fibermeshes can indeed be used for such projects, please dont take it as a final product...
-.-
when you suddenly realize that those fibermeshes simply spawn on an imaginary plane, similiar to how dynasubbing works, a mysterious, interpolated surface between its spawn polygon and those next to it...
not just affected by its actual spawn, but just as much by its neighbours, its environment...
and even if there is only the void, no polygon at all, it tries to wrap up and make sense of the world... by interpolating its spawn surface like a sphere around its singly origin polygon....
what that means in less romantic words is that fibermeshes bend awkwardly at the start because they interpolate their origin rotation to be some tangent on a curve to the neighbour polies... voxels... or somin...
what that means is that my whole, crazy, truly crazy, workaround to straighten out the spawn fibers of my skyscrapers, as described a few pages back, is totally not needed...
just add a control edge around your spawn and kill gravity, revolve and all that... :rolleyes: :lol:
aww, fences, such a versatile solution... the ancients knew what they invented... yep...
downside is your fibers become smaller, but just resize em afterwards i say and enjoy beautiful straight curves... as paradox as that sounds...
https://youtu.be/oZqYxrWwjqk
yep total fun the way how fast realtime game engines render lol
some more Fibermesh to Unreal stuff
the flower could need more blossom cards i think, and its getting tight with fps... should reduce individual bamboo leaves into whole branches i guess... :/
and ya... the ocean aint ready lol... just like woha... i like the feel and colours and how fast this spills out a render clip... not even a minute O.o
music again by st.ot, the mysterious guitarist
another quick fibermesh to unreal animation doodle... with magic, in pink
https://youtu.be/i21SvHQkYxY
Fog Island Beat
https://youtu.be/-cCw1YGaLXU
ZB 2 Ued4 Test Run 4
audio ST.OT
visuals JK.OT
oh the miracle!
i finally found out how to embed my videos here! heureka!
now this looks much more sophisticated than an orange link.
went on exporting some models over into unreal and kept on toying around with things, ST added some tunes...
<iframe src="https://www.youtube.com/embed/xdTM-nbHksg" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" width="919" height="517" frameborder="0"></iframe>
<iframe src="https://www.youtube.com/embed/4eRL4xs0lMQ" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" width="919" height="517" frameborder="0"></iframe>