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Okay.
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So what we're going to focus on now is we are going to make a few
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different types of bushes or shrubs.
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So for this, we are going to go back into speedtree and we want to
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just go ahead and create a new file and just create a blank scene over
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here now.
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So far stops, I'm gonna go ahead and do the same thing as that we've
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done before.
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I will make one that is very dense and one that is like less than so
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that we can have like a Fade Out effect.
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And also, just in general that it does not look too strong.
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Um, so you can see for example, over here these they are really not
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dance.
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They are just like some small little bits and everything.
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Now we will make them a little bit more than this.
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But yeah, so I just kind of like want to get like a nice balance
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between the two and I also want to go ahead and also be able to use
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these for a forest scene.
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So let's have a look.
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We have over here.
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Two textures.
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this one, and
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This one.
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Okay.
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Do we need both of them?
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I wonder.
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I wonder if we need both of them.
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I'm gonna go ahead and I'm just going to see.
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So, let's go into our materials new and out to materials and we will
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just call this.
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Swap on the score, 01.
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And this one?
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Shoppings go 0-2.
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Okay, Whispers.
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Okay.
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I'm going to get started by just adding the first one in here.
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Normal.
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Bestie, yeah, that should be fine.
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Make sure to make it two sided.
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Okay, so that is that one.
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I'm just I sometimes like just go press edit so that I can like look
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at them up close.
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So we probably can already get away with just one.
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But let's just see how it looks if we like our two of them.
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So here's number two, so we can just go ahead and add those also.
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One.
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Two and three and then if we just quickly press edit so that I can
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look up put that was the case that was the case.
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So we had two different ones and I was going to decide which one I was
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going to use or to maybe use both of them to be honest.
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I actually like this one more.
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So I think I will actually start with focusing on this one.
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So same basic concepts.
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We have this piece over here.
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We're just going to go ahead and we are going to see one, two, three,
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four, five.
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To five or six versions.
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So art 1 2 3 4 5 now let's do one more like this.
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And for this one's they should be quite easy.
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So let me just press edit on the first one.
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Let's say that this this one over here and you just want to kind like
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fit this in here, but you do want to give it like a few more segments
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like this so that they fit a little bit nicer and that they are not
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just like a plane.
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So something like this and then just add like a little bit of
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tessellation.
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I'm going to go for something like this.
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So we are actually going to have a lot of those so we definitely need
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a lot these for this.
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So I'm going to make the first version really high poly.
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And then the later versions, we are just going to go at a nuke out, a
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lot of geometry, using LEDs.
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yeah, basically, for now, the focus will just be
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On nicely.
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Fitting this in.
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Awesome, actual geometry.
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It's a little bit too much.
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Here we go.
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Just so that we can do some bending and lifting because yeah, in order
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to refill this up, we need to place a lot of these.
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So we have that one, this one, this quite interesting.
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So we can always just change the angle quite drastically like that.
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And let's see.
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I'm going to make this one fit here.
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This one over here and this one.
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Let's do this.
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That should be fine.
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Move this out a little bit more.
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There we go, little bit of geometry.
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And after this we are pretty much going to make it the same as it is
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in real life at in the beginning and then we will like optimize the
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bit.
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So we got this one.
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I'm going to do this one, which although this one is really dense.
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I think I'm not going to do that one just because if I do this it will
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stand out too much.
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I feel like.
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So let's just go ahead and instead go for something like
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This.
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Here we go.
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That's late.
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And now we are just going to use some smaller ones.
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Also, just make it look extra nice.
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So let's grab like this one over here.
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And then there's also grab like this one.
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Looks like that might be the point is already in the right direction.
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So that's nice.
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Here we go.
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And finally, this one.
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Here we go.
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Okay.
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So those are now all done.
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So that should be fine for now.
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Okay, making this it's almost exactly the same as a tree.
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You would you could say so, but instead of the trunk, we are going to
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have like a bunch of drunks and then branches to debt.
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And then we place our leaves on this.
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And those branches.
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We will later on just simply turn into actual geometry.
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Now for the punch is there is one thing that I, that is a little bit
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tricky.
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Let's have a think about that.
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So, what I'm thinking about is, I'm worried that the barn
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Will be too high Poli, even when we turn them into planes.
125
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However, what you can do is you can if you want often.
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Let me just quickly, go to textures.com.
127
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There are often also textures over here and they are literally called
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branch and you should be able to find them in here and they are like,
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empty branches, but I'm not sure if I can find them in you.
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They look like this but then they are empty.
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And you can often use those here like this one, like today, I empty.
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And basically, what you can do with that is you can use this like a
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placeholder, but it will not look as good.
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So this is great for like, four trees, if you want to make very
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optimized trees, but I think, in this case, we will just see how it
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looks in Geometry first.
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So, we get started by adding a trunk like this.
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And we are just again, going to really make them a lot smaller.
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So let's first of all set the radius like quite a bit dinner.
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And then it's going to spine and that set the length to the be like
141
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tree or something like that or maybe like for to make it like a little
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bit bigger over here.
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Okay, so we got that.
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Let's go back into our radius.
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And stone is down.
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And I'm also going to not make it as like toned down over here.
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So, we got this.
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So now we need to mess this up.
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Big time.
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Like we cannot have these ones to look straight because we want to
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have the bush to be like quite irregular and it just bit all over the
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place.
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So if we go in,
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And probably in our spline ready to go here.
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In a noise.
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Oh, I think we need to actually a few more segments in this.
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We are going, we can later.
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Also, once again replace this with just planes.
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If we want to, let's go to segments and let's give the length over
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here.
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A few more segments, you can see that it happening over here.
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So I'm just giving the length, a few more segments.
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And then if I go in here, I just want to kind like mess around with a
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bunch of stuff.
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So we also have like a pair of this girl.
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Let's see if here.
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Oh, that's actually works quite well.
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If we do like a random
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Parents girl like this, and then we would just want to go down.
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So we have our early noise.
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Which I'm going to set my test shot quite low so that the early noise
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sky like a ever and we have also a late noise over here.
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And then we can all set like the double.
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So basically it looks really stupid right now, but trust me it will
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work later on.
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The only thing I'm going to do is I'm probably going to go in my
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generate and I'm going to set the size a little bit smaller over here.
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And now this is where it comes in.
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So when we set a bunch of numbers like this, we then push them out a
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little bit over here.
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Which we can do is actually no we want to keep them quite close, but
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we are going to do like an angling.
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So let's see if we go to, let's go to all because I cannot find it.
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Because I forgot again where it was so we want to have our angle so we
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have on length.
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Yes radio.
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But these are segments Here length.
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Yes, orientation.
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I want to see if I can make my orientation, stick out, quite a bit
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like this.
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And if you want, you can also do like a little bit of rolling now, so
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we are sticking this out a little bit more.
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Then, what I want to do is I want to go ahead and shoot also have my
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radiation here.
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I'm going to make my radius quite a bit smaller like this.
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And then if we go to generate, I'm going to probably push my last a
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little bit closer to, like 0.01 probably.
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So, we got like something that looks really silly like this, but the
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goal is to add more bunches to this, that we have a support for our
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leaves.
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So, if we now right-click our geometry to
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Just and we go ahead and we grabbed.
203
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I think we can just do normal leaves.
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Yeah, the scattered leaves.
205
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They basically have like a already has some settings.
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So that might be nice.
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So scattered least you have a bunch of settings already applied.
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But oh, what am I doing?
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I don't mean leaves.
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I mean bunches.
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So we want to go like for brunch like Twigs, Maybe.
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Yeah, I don't know.
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Let's just do it manually.
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So these are like, almost like presets, so, but we could also just go
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in here and here we have some punches.
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So we got these punches over here.
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I'm going to get started by setting the number up quite a bit.
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I want to definitely go ahead and set the first to go down to 0 and
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then the last yeah, the last can probably be like one because we want
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to have this bush to guard like cover everywhere.
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We don't want to have a lot of parties sticking out.
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Next, you probably guessed it.
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We just need to go out only to lower down the length, quite a bit over
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here so that we get like something like this.
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And honestly at this point we guide like need to alter leave so that
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we can actually see if it is working the way that we want to or if we
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need to make any specific changes because I still don't have
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completely in my mind yet how I want it to look.
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So I just want something that feels space.
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That's what I know.
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So I'm going to go ahead and I can go in here and now we can try it
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out.
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We can try to go.
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At least because I never really use this but it is quite nice.
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So we're going to go scattered and there you can see that it basically
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just scattered around our leaves.
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The numbers might be a little bit intense.
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So let's go ahead and turn it down and let's just apply our material.
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So here you can see that it looks
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not very nice, but we will work on that right now because right now it
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is just like a massive clump of foliage, which I do not really like so
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but having this, what we can do is first of all, let's go to our skin
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and how many 1 2 3 4 5 6 1 2 3 4 5 6 we can go in here and just set
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all of our
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meshes.
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One, two.
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Tree.
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Four.
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Five.
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And six over here, so we sent a message.
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That's fine.
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Now.
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What I'm going to do is I want to make them definitely like a lot
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00:12:29,625 --> 00:12:30,325
smaller.
255
00:12:30,825 --> 00:12:32,725
So let's play how to the size a little bit.
256
00:12:33,325 --> 00:12:36,025
So have a look and see how it works.
257
00:12:36,025 --> 00:12:38,325
So I also want to have everything more contents.
258
00:12:38,325 --> 00:12:40,525
So I think what I'm going to do is I'm going to go play around with
259
00:12:40,525 --> 00:12:41,225
the length.
260
00:12:43,425 --> 00:12:47,525
Or like Alice of let's first of all, let's go ahead and do this and
261
00:12:48,225 --> 00:12:49,925
change the scale to something you want.
262
00:12:49,925 --> 00:12:51,725
I think I'm going to go for 0.8.
263
00:12:52,325 --> 00:12:53,625
Then in the orientation.
264
00:12:54,425 --> 00:12:56,425
I'm going to go ahead and let's see.
265
00:12:56,425 --> 00:13:00,925
Do I want to fold know and don't mind the folding a line.
266
00:13:01,925 --> 00:13:04,325
I do think I quite like
267
00:13:06,725 --> 00:13:07,925
Yeah, here they are single leave.
268
00:13:07,925 --> 00:13:10,625
So we of course we cannot really do single leaves like this.
269
00:13:12,025 --> 00:13:14,525
Because we have multiple leaves and maybe that's the problem.
270
00:13:14,525 --> 00:13:18,125
Maybe I should not go for multiple leaves that can very well be true,
271
00:13:18,225 --> 00:13:22,825
but that it would become very expensive in terms of geometry if we go
272
00:13:22,825 --> 00:13:26,525
for single ones, so they are kind like sticking out words a little
273
00:13:26,525 --> 00:13:26,925
bit.
274
00:13:27,325 --> 00:13:30,025
So we do want to set the a line to always stick out words bit.
275
00:13:30,825 --> 00:13:31,225
Next.
276
00:13:31,225 --> 00:13:34,325
What you can do is we can add some folding, some curling.
277
00:13:36,525 --> 00:13:38,125
Yeah, I think I want to cool them down.
278
00:13:38,125 --> 00:13:41,125
Always like a little bit, you can do like a little bit of twisting.
279
00:13:41,925 --> 00:13:45,325
And now what I'm going to do is I'm going to just condensed this way
280
00:13:45,325 --> 00:13:45,625
down.
281
00:13:45,625 --> 00:13:50,025
So because right now it just looks silly with our branches like this.
282
00:13:50,625 --> 00:13:53,925
Let's get started by going into your trunk.
283
00:13:55,525 --> 00:13:58,425
Let's set the a line over trunk a little bit.
284
00:13:58,425 --> 00:13:59,025
Less.
285
00:13:59,425 --> 00:14:00,325
Most likely.
286
00:14:02,025 --> 00:14:05,625
Which we can find in spine, start angle.
287
00:14:06,225 --> 00:14:06,625
There we go.
288
00:14:06,625 --> 00:14:09,125
So we are setting this quite a bit less over here.
289
00:14:09,925 --> 00:14:10,425
Next.
290
00:14:10,425 --> 00:14:13,125
I'm going to go ahead and I'm probably going to set my
291
00:14:14,425 --> 00:14:16,425
Noise down a little bit.
292
00:14:17,125 --> 00:14:18,925
So here, we have like a early noise.
293
00:14:21,425 --> 00:14:23,125
And see a late noise over here.
294
00:14:23,125 --> 00:14:25,025
Let's set the late noise down a little bit.
295
00:14:26,225 --> 00:14:28,325
Okay, so we got that stuff done.
296
00:14:29,025 --> 00:14:32,025
Next stop is going to be to go into our branches.
297
00:14:32,625 --> 00:14:33,425
And in here.
298
00:14:33,525 --> 00:14:36,325
I just want to play out a little bit more with my length.
299
00:14:39,825 --> 00:14:42,525
To keep it a little bit more contents over here.
300
00:14:48,525 --> 00:14:50,825
And I'm going to actually set my length lower.
301
00:14:52,825 --> 00:14:53,925
At the very tips.
302
00:14:54,225 --> 00:14:57,525
Probably another thing that I'm going to do is I'm going to go in to
303
00:14:57,525 --> 00:15:01,025
generate and I'm going to set my last down probably little bit.
304
00:15:01,725 --> 00:15:04,325
So I want to kind like I have this a little bit more content so that
305
00:15:04,325 --> 00:15:07,325
we have a bush like this and
306
00:15:08,625 --> 00:15:12,025
Yeah, the first we cannot really go below, sea Rose, that's fine.
307
00:15:12,425 --> 00:15:13,625
So I'm having this more condensed.
308
00:15:13,625 --> 00:15:16,925
And, of course, I do have my party over here, which I do not like
309
00:15:17,025 --> 00:15:17,125
that.
310
00:15:17,125 --> 00:15:21,125
They are sticking out, but what we might be able to do is if we go to
311
00:15:21,125 --> 00:15:26,525
our tongue, you can often go up here to break.
312
00:15:26,525 --> 00:15:27,225
Where are you?
313
00:15:29,725 --> 00:15:30,225
C-spine.
314
00:15:31,025 --> 00:15:32,125
I think it is in spine.
315
00:15:33,425 --> 00:15:37,725
6X Boone noise, Jung, Blake, there we go, and we get set like the
316
00:15:37,725 --> 00:15:39,325
chance to 100%.
317
00:15:41,625 --> 00:15:42,425
And then we get in here.
318
00:15:42,425 --> 00:15:42,725
See.
319
00:15:42,925 --> 00:15:47,025
So we can basically minimize and break a bunch of these punches off
320
00:15:47,025 --> 00:15:47,725
like this.
321
00:15:49,425 --> 00:15:51,825
And then you can also just play how to just see it until you get
322
00:15:51,825 --> 00:15:52,925
something favorable.
323
00:15:55,225 --> 00:15:58,125
Like over here, so we are basically reducing the amount of punch that
324
00:15:58,125 --> 00:15:58,625
we have.
325
00:15:59,025 --> 00:16:03,425
And because we said the chance to one, they will like most definitely
326
00:16:03,425 --> 00:16:06,025
break, except for maybe like one of them.
327
00:16:06,025 --> 00:16:09,525
Like you see over here, but that should not be too big of deal because
328
00:16:09,525 --> 00:16:13,625
you can always if you want click on notes.
329
00:16:18,525 --> 00:16:22,025
Hello, why doesn't it allow me to select?
330
00:16:25,725 --> 00:16:27,425
Come on, for some reason.
331
00:16:27,425 --> 00:16:28,625
It does not allow me to select.
332
00:16:28,625 --> 00:16:30,025
It doesn't matter.
333
00:16:30,025 --> 00:16:31,125
I will fix that later on.
334
00:16:31,525 --> 00:16:33,425
So we now have this bush over here.
335
00:16:33,425 --> 00:16:35,025
So this is like quite a dense one.
336
00:16:35,025 --> 00:16:36,425
Let's go ahead and go into our lives.
337
00:16:36,825 --> 00:16:40,225
And first of all, tone down, the number of least that we have so that
338
00:16:40,225 --> 00:16:42,125
we can kind of see what we are doing.
339
00:16:42,125 --> 00:16:48,725
So right now, we are really, we are going a little bit too high and
340
00:16:49,025 --> 00:16:50,625
it's not going out enough.
341
00:16:51,425 --> 00:16:55,125
So if I go ahead and just assign my leaves again, and I think
342
00:16:55,525 --> 00:17:01,025
Two or maybe a maybe three, maybe three, then, let's go into a trunk.
343
00:17:01,625 --> 00:17:03,925
Go to generate, and let's set our last.
344
00:17:04,425 --> 00:17:08,025
He'll stick it out a little bit more like that.
345
00:17:08,025 --> 00:17:12,825
And then let's go into our spine and it's tone down our length a
346
00:17:12,825 --> 00:17:16,325
little bit because I want to have this like to be like more of like a
347
00:17:16,325 --> 00:17:18,225
smaller Bush over here.
348
00:17:18,225 --> 00:17:20,825
Okay, so that is looking.
349
00:17:21,825 --> 00:17:23,225
Already like a little bit better.
350
00:17:23,225 --> 00:17:28,525
So but then again, we still have like a lot of leaves in the center,
351
00:17:28,525 --> 00:17:32,425
which I'm not the biggest fan of you can see over here and also like
352
00:17:32,425 --> 00:17:33,025
the scale.
353
00:17:33,025 --> 00:17:35,325
I am not a will like a big fan of the scale.
354
00:17:35,625 --> 00:17:36,925
So let's go into our skin.
355
00:17:37,925 --> 00:17:40,325
See if we can tone down the scale a little bit more.
356
00:17:43,625 --> 00:17:46,425
Stoned on the scale, even if it means that we like me to add some more
357
00:17:46,425 --> 00:17:47,025
leaves.
358
00:17:47,425 --> 00:17:49,125
So I'm gonna tone on my scale.
359
00:17:51,725 --> 00:17:52,525
Like this.
360
00:17:54,625 --> 00:17:56,925
And sometimes also look at it from the side so that you can go and
361
00:17:56,925 --> 00:17:58,125
like see what you're doing.
362
00:18:01,625 --> 00:18:06,325
okay, so now I'm going to go into my orientation over here, and I just
363
00:18:06,325 --> 00:18:06,825
want to
364
00:18:09,725 --> 00:18:12,425
They aren't a little bit more it like my a line tool.
365
00:18:14,525 --> 00:18:17,625
A folding, maybe you'd like a little bit of, like, vertex folding down
366
00:18:17,625 --> 00:18:22,225
here, and maybe also, unlike the y-axis.
367
00:18:22,225 --> 00:18:29,025
Let's give it like a bit of like, some Randomness like this.
368
00:18:29,225 --> 00:18:32,625
And it also reminds me that they could also go to the size scalar and
369
00:18:32,625 --> 00:18:35,025
like at the very top bits.
370
00:18:35,625 --> 00:18:39,925
And the bottom B, I can probably make the size a little bit smaller
371
00:18:39,925 --> 00:18:41,425
here, top and bottom B.
372
00:18:43,925 --> 00:18:45,825
Or sorry, I mean at the tips.
373
00:18:46,525 --> 00:18:47,725
So I'm doing this wrong.
374
00:18:47,725 --> 00:18:49,225
Actually, this one.
375
00:18:49,225 --> 00:18:50,725
I don't want to like at the tips.
376
00:18:50,725 --> 00:18:52,625
I want to make everything like a little bit smaller.
377
00:18:54,125 --> 00:18:56,725
And play how to that's a bit more next.
378
00:18:56,725 --> 00:19:00,025
Let's go and play around with a number a little bit more until we get
379
00:19:00,025 --> 00:19:02,725
something that looks a bit better.
380
00:19:03,525 --> 00:19:06,225
Okay, so we now got like the numbers right now.
381
00:19:06,225 --> 00:19:10,025
We need to again go back into the trunk and see if we can maybe like
382
00:19:10,025 --> 00:19:11,425
pushes in a little bit more.
383
00:19:13,525 --> 00:19:16,625
Over here and what I'm also going to do just to kind like height.
384
00:19:16,625 --> 00:19:20,025
Everything is I'm going to add a new bark material.
385
00:19:20,425 --> 00:19:22,325
So let's rename this and call this bark.
386
00:19:23,825 --> 00:19:26,525
And then we can just add the bark that you already have for now.
387
00:19:27,125 --> 00:19:28,425
So Ms.
388
00:19:28,425 --> 00:19:30,825
Bark, just drag this one in.
389
00:19:32,725 --> 00:19:33,425
Over here.
390
00:19:36,125 --> 00:19:39,025
And told you something, your tongue replace punch material.
391
00:19:39,025 --> 00:19:39,825
So there we go.
392
00:19:40,125 --> 00:19:45,125
Okay, so we have this stuff now an easy one that I can see is that the
393
00:19:45,125 --> 00:19:47,625
radius is too much so I can go to my skin.
394
00:19:49,125 --> 00:19:52,325
And this one does take like it simply takes a little while to get this
395
00:19:52,325 --> 00:19:52,625
white.
396
00:19:52,625 --> 00:19:56,425
So the radius is looking good now, so I'm happy with that.
397
00:19:58,325 --> 00:20:02,225
I am gonna go ahead and I'm going to set my C.
398
00:20:02,225 --> 00:20:06,125
So if this is a bush like over here right now, I don't really like the
399
00:20:06,125 --> 00:20:07,225
look of it yet.
400
00:20:09,125 --> 00:20:11,225
Let's go ahead and let's go.
401
00:20:13,325 --> 00:20:17,525
Into my lengths, let's first of all give it like some random nurse in
402
00:20:17,525 --> 00:20:18,825
our length over here.
403
00:20:20,925 --> 00:20:22,625
And also definitely like at the outer sides.
404
00:20:22,625 --> 00:20:25,025
Try to make it a little bit smaller.
405
00:20:25,925 --> 00:20:26,225
There we go.
406
00:20:26,225 --> 00:20:28,025
So we got something animals in our length.
407
00:20:28,425 --> 00:20:33,325
Next, we had like our NASA orientation, but we had like a curling over
408
00:20:33,325 --> 00:20:33,725
here.
409
00:20:35,425 --> 00:20:36,625
This one was fine.
410
00:20:36,925 --> 00:20:38,125
I think it was the right one.
411
00:20:38,125 --> 00:20:40,525
That is like really intense.
412
00:20:40,525 --> 00:20:42,025
So I want to probably like play.
413
00:20:42,025 --> 00:20:43,125
How to that a little bit.
414
00:20:44,425 --> 00:20:48,325
And I really do not like what we have over here with like a length.
415
00:20:48,325 --> 00:20:52,325
So, I think, instead, what I'm going to do is I'm going to tone my
416
00:20:52,325 --> 00:20:56,725
length down quite a bit over here in our actual trunk, and then go to
417
00:20:56,725 --> 00:21:01,525
the bunches and then reset, the last two ones that it is sitting at
418
00:21:01,525 --> 00:21:04,525
the top and tone down the length a little bit more.
419
00:21:05,525 --> 00:21:07,425
So this is just a bunch of balancing.
420
00:21:07,425 --> 00:21:10,225
It just takes a while because it is Speed 3, has a lot of settings.
421
00:21:10,525 --> 00:21:14,025
It takes a little while to get everything exactly the way that you
422
00:21:14,025 --> 00:21:14,525
want to.
423
00:21:14,825 --> 00:21:17,325
And sometimes it's also good to actually preview this inside or
424
00:21:17,325 --> 00:21:18,025
speedtree.
425
00:21:18,325 --> 00:21:23,725
So for now, what we can do is we can go ahead and go in here and let's
426
00:21:23,725 --> 00:21:26,625
set our CR start angle.
427
00:21:26,625 --> 00:21:29,025
I'm yeah, I don't really mind my starting.
428
00:21:29,025 --> 00:21:31,025
I think we now have too many leaves again.
429
00:21:37,725 --> 00:21:39,325
yeah, it's just something like
430
00:21:40,825 --> 00:21:41,525
This.
431
00:21:41,625 --> 00:21:42,125
Okay.
432
00:21:42,125 --> 00:21:43,925
So that's looking fine.
433
00:21:46,725 --> 00:21:49,125
Honestly, I kind of like me to see what it looks like inside of an
434
00:21:49,125 --> 00:21:52,925
real at this point because it might look really bad here.
435
00:21:52,925 --> 00:21:54,825
I think I still want to get my leaves to like three.
436
00:21:54,925 --> 00:21:57,925
It might look really bad or not really bad, but it might look off
437
00:21:57,925 --> 00:21:58,325
here.
438
00:21:58,825 --> 00:22:01,225
But that this might not be the case inside of in real.
439
00:22:01,625 --> 00:22:03,325
Also one thing that you can actually do.
440
00:22:03,625 --> 00:22:06,525
If you ever want to, if you can always, if you are not completely
441
00:22:06,525 --> 00:22:10,825
happy with it, just simply over here, press generation and just to
442
00:22:10,825 --> 00:22:13,625
randomize it to see if you can get like a
443
00:22:14,525 --> 00:22:18,725
Bush that you like, so if I go ahead and do this,
444
00:22:21,325 --> 00:22:23,325
Here, this one, for example, a quite like this one.
445
00:22:23,425 --> 00:22:26,425
So that's also like an easy way to just work with this.
446
00:22:26,925 --> 00:22:28,025
So let's say that we now have this.
447
00:22:28,025 --> 00:22:28,525
Let's go ahead.
448
00:22:28,525 --> 00:22:32,925
And first of all, do a save us because we spent a surprising amount of
449
00:22:32,925 --> 00:22:36,425
time on this already and swap on the score.
450
00:22:36,425 --> 00:22:38,525
01, just going to call it like that.
451
00:22:39,325 --> 00:22:42,925
And what I'm going to do is I'm just quickly going to export this and
452
00:22:42,925 --> 00:22:44,925
then we are just going to basically try it out.
453
00:22:45,025 --> 00:22:45,925
We'll see how it looks.
454
00:22:46,225 --> 00:22:49,325
If it's wood looks really bad then of course, we will just in the next
455
00:22:49,325 --> 00:22:49,625
chapter.
456
00:22:49,625 --> 00:22:50,825
We will revise this.
457
00:22:51,125 --> 00:22:54,225
Else we will continue in the next chapter to add variations.
458
00:22:55,225 --> 00:22:56,425
It's all just depends.
459
00:22:56,525 --> 00:23:00,925
Let's go ahead and quickly out all of this to our Leaf flower cluster.
460
00:23:01,925 --> 00:23:05,325
And now let's go to the process of importing our
461
00:23:06,325 --> 00:23:09,225
Swap, 01 over here.
462
00:23:11,025 --> 00:23:12,525
All Jo rotated.
463
00:23:12,925 --> 00:23:15,725
It's going to outliner, copy name.
464
00:23:17,725 --> 00:23:18,625
Ungroup.
465
00:23:20,025 --> 00:23:22,625
Place name added to a layer.
466
00:23:23,825 --> 00:23:25,025
Give the lady her name.
467
00:23:26,925 --> 00:23:31,425
And now, she hides hides.
468
00:23:31,825 --> 00:23:32,525
Probably want to get it.
469
00:23:32,525 --> 00:23:34,125
Roughly the same height as that one.
470
00:23:34,725 --> 00:23:39,525
So if we just quickly turn that on, I can see that.
471
00:23:39,525 --> 00:23:42,825
My height needs to be around, like, five again, maybe even six.
472
00:23:43,525 --> 00:23:44,325
Let's do six.
473
00:23:45,425 --> 00:23:45,825
There we go.
474
00:23:45,825 --> 00:23:49,225
So six and now we can just go ahead and Export this, and I know that
475
00:23:49,225 --> 00:23:50,625
we still have a branches and everything.
476
00:23:50,625 --> 00:23:51,325
Don't worry about that.
477
00:23:51,325 --> 00:23:52,725
We will optimize this later on.
478
00:23:53,725 --> 00:23:56,725
But for now, I just first of all, want to actually see what I'm doing,
479
00:23:57,725 --> 00:24:00,225
and it will look very different inside of in real probably.
480
00:24:01,325 --> 00:24:03,025
So let's go ahead and go in here and let's say that.
481
00:24:03,025 --> 00:24:06,325
We have it like sitting again with the cars and everything.
482
00:24:06,925 --> 00:24:08,325
So first of all, Texas,
483
00:24:10,525 --> 00:24:13,825
I'm going to call this one swap on the score.
484
00:24:13,825 --> 00:24:14,425
0-2.
485
00:24:17,225 --> 00:24:19,625
Because that's the one that I called it before.
486
00:24:21,525 --> 00:24:22,225
Imports.
487
00:24:25,625 --> 00:24:27,225
Quickly, grab like you're right.
488
00:24:27,225 --> 00:24:30,325
I think we want to have probably IV for this.
489
00:24:30,325 --> 00:24:34,425
So let's duplicate our IV, swap on score 02.
490
00:24:39,425 --> 00:24:41,525
Dragon do usual.
491
00:24:45,025 --> 00:24:47,425
Set the color back to White.
492
00:24:49,425 --> 00:24:50,025
Safe.
493
00:24:51,225 --> 00:24:51,925
Assets.
494
00:24:54,125 --> 00:24:55,225
And imports.
495
00:24:56,725 --> 00:24:57,325
Over here.
496
00:24:59,825 --> 00:25:00,125
There we go.
497
00:25:00,125 --> 00:25:03,025
Let's import all its open it up.
498
00:25:04,225 --> 00:25:09,125
And then in our materials, we want to have our shop 02 and we want to
499
00:25:09,125 --> 00:25:13,825
have our simple IV bark or no IV bag probably is not the right one.
500
00:25:15,025 --> 00:25:16,225
Yeah, we probably need like a norm.
501
00:25:16,225 --> 00:25:18,125
But for now, let's just throw on the IV bag.
502
00:25:18,125 --> 00:25:19,325
We can change that later on.
503
00:25:19,625 --> 00:25:20,425
I just want to quickly.
504
00:25:20,425 --> 00:25:22,125
See, so here we go.
505
00:25:22,125 --> 00:25:24,425
If we place it here C so that aware.
506
00:25:24,425 --> 00:25:28,225
It does look quite a bit different that if you would place it in like
507
00:25:28,525 --> 00:25:30,225
the corner, for example like this.
508
00:25:31,225 --> 00:25:32,625
Now, first thing I see is yes.
509
00:25:32,625 --> 00:25:34,825
So it is really dense in my Jonesy.
510
00:25:35,125 --> 00:25:39,725
You can often go in here and there is a setting that sometimes fixes
511
00:25:39,725 --> 00:25:44,125
it and is this setting you can find it in I believe General.
512
00:25:44,225 --> 00:25:47,425
Ings generate max distance field for this mesh.
513
00:25:48,125 --> 00:25:48,825
Is that the one?
514
00:25:50,125 --> 00:25:51,725
Generate most recent field know I thought.
515
00:25:51,725 --> 00:25:53,225
I thought this was like a different one.
516
00:25:53,925 --> 00:25:56,125
Like we can turn his own, but I can't remember.
517
00:25:56,925 --> 00:25:58,825
Maybe it wasn't like our import settings.
518
00:26:03,625 --> 00:26:06,525
There is like a setting over here or maybe it was generated.
519
00:26:06,625 --> 00:26:11,125
It has to do with like fixing your the density of your mesh distance
520
00:26:11,125 --> 00:26:12,025
Fields over here.
521
00:26:15,325 --> 00:26:15,825
but,
522
00:26:17,825 --> 00:26:19,925
I guess maybe in like build settings.
523
00:26:20,625 --> 00:26:23,425
Oh, yeah, here, build settings two-sided, feel distant field,
524
00:26:23,425 --> 00:26:24,025
generation.
525
00:26:24,025 --> 00:26:25,925
That was 14 play.
526
00:26:26,025 --> 00:26:28,925
If we apply that, that should also give us like a better result.
527
00:26:29,225 --> 00:26:32,425
And now if we simply go ahead and go into our shop.
528
00:26:33,425 --> 00:26:38,325
We can get started by setting these subsurface do like one, and I'm
529
00:26:38,325 --> 00:26:42,825
just going to put G and I want to increase, definitely like the color.
530
00:26:42,825 --> 00:26:47,225
So let's set or let's grab this color set the brightness to like two,
531
00:26:48,325 --> 00:26:49,225
or maybe even three.
532
00:26:50,425 --> 00:26:55,625
And then go back in here set the desaturation to like point for like
533
00:26:55,625 --> 00:26:55,925
this.
534
00:26:56,125 --> 00:26:56,525
Okay.
535
00:26:56,925 --> 00:27:00,425
So in the next chapter, we do need to do quite a bit of balancing but
536
00:27:00,425 --> 00:27:01,925
you can see that it does work.
537
00:27:02,525 --> 00:27:06,325
A few things that I want to do is I want to avoid this ugly look where
538
00:27:06,325 --> 00:27:10,325
it feels like they are not properly assigned to our branches and
539
00:27:10,325 --> 00:27:10,625
everything.
540
00:27:10,625 --> 00:27:14,525
That's something I want to fix the density of a branches right now.
541
00:27:14,525 --> 00:27:19,025
I cannot look to it at all, which I do want to keep in some areas, but
542
00:27:19,025 --> 00:27:20,025
like form a
543
00:27:20,125 --> 00:27:21,125
Since in general.
544
00:27:22,125 --> 00:27:23,825
It does work pretty decently.
545
00:27:23,825 --> 00:27:26,425
So let's go ahead and go over this in the next chapter.41451
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