How to Create a Realistic Tree in Blender 3D – Part 3 d4mer 3D, Blender, Rendering October 12th, 2019 8 Comments 76 views https://i.ytimg.com/vi/-FnMSW-unRk/hqdefault.jpg In this third and final part of the tree tutorial series, learn how to apply gravity to the leaves for a more organic appearance. source Tags 3d ..., Blender, blender 3d, blender guru, blender modeling tutorial, blender smoothie, branches, cg, cycles render tutorial, gravity, leaves, nature, tree, tutorial Share : tweet Previous Next About the : d4mer Related Posts Why the NEW Blender 2.8 is a BIG DEAL November 15th, 2019 GUESS WHO'S REALLY THROWING OUR GENDER REVEAL!? *OMG* November 14th, 2019 Maya Tutorial 2 : Basic Rigging November 14th, 2019 Parrot Blender Beginner Modelling Tutorial – Part 1 November 14th, 2019 Making a Donut in Blender-Tutorial November 14th, 2019 5 rules for STUNNING environment renders | Blender 2.8 November 13th, 2019 8 Comments Rocco Ramos October 12, 2019 at 20:17Log in to Reply This was a great little tutorial series. Hope to see more videos from you in the future, you provide soo much great information in easy to follow way of teaching. Axel Paillaud October 12, 2019 at 20:17Log in to Reply Again, thanks you so much, you explain that very nice ! My tree looks really much better than before 🙂+1 Suscribe ! Jānis Grīnvalds October 12, 2019 at 20:17Log in to Reply maybe it would be possible to provide those leaf boards with weighted vertex groups and try to displace those endings downwards…of course, if there are many polygons for each Ole Stork October 12, 2019 at 20:17Log in to Reply Hey Ben 🙂First of all; great work. This is really hard work, but the result is awesome!I wanted to know, if it is possible to animate the tree, like you can if its still a curve and you add the armature?If yes, could you please make a tutorial about that?Greetings 🙂 FreeHomeBrew October 12, 2019 at 20:17Log in to Reply My Blender crashes every time I try to copy the vertex group to all selected leaves, even if I've only selected a single other leaf. D: Nikos Moukas October 12, 2019 at 20:17Log in to Reply good Sacha Goedegebure October 12, 2019 at 20:17Log in to Reply If the purpose of separating the leaves is only to add weight to the bottom half of each leaf face (before joining it back again), it might be easier to use the 'Keep UV and edit mode mesh selection in sync' option in the UV editor. This way there is no need to separate the leaves. Selection of the bottom half vertices can be done in the UV editor. Or did I miss another purpose of separating? Lukas Petrik October 12, 2019 at 20:17Log in to Reply Fantastic, I like it a lot… Too bad, there is not a choice to edit leaves before it gets on curves within sapling addon, cause this is quite tedious process. I was inspired by your tutorial and tried it my own way. I used a bit different leaf material, but I like yours more. For the leaves, instead of breaking them into individual parts, I used them as faces for particle hair. I used twigs with leaves as object particles and than rotated them accordingly. Then hit the cloth simulator to apply gravity to object, so particle hair bend down too. However this has one big drawback – the gravity only affects the particle object, so if it is not rotated accordingly, it can bend to any direction. It is quite fast though. One more suggestion – you use two shaders, one for top and one for bottom part of the leaf. However, in your node setup I didn't see (I might be mistaken, so please correct me if I am wrong) how you make it aplicable for top face and for bottom face of the leaf. Unless there is some method I don't know of, you have to mix these two with backfacing node used as fac. If you want to see my results, please check it here:http://blenderartists.org/forum/showthread.php?365492-Creating-realistic-tree-with-animation-possibility Anyway, I am so glad that I was not only one, who find the missing leaf gravity influence realism so much 🙂 Keep up the good work Leave A Comment Click here to cancel reply. You must be logged in to post a comment.