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Okay.
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So now that we actually have all of our Fern leaves set up and
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everything and created, we are now going to go ahead and create the
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plant.
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Now, over here.
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It might be little bit difficult to see because these are multiple
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Blends, so we are just going to mess around with it until we get
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something that we like that sweet when we place it into like place
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with other ones that it kind of, like, gives this Vibe as what you see
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over here.
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So what I'm going to do is we are going to get started by adding a
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geometry and we are just going to add a leaf right away.
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This the
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First beginning is pretty much like like the cars.
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So we add a leaf.
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We then go ahead and we decide on like the number and I assumed like,
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I think, like, for is often like a default.
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So let's say, 1 2, 3 4 like this.
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Yeah, for should be fine because these are going to be quite well, we
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are coming out from small to larger leaves, two smaller leaves again
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because that's how it goes.
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Like the smaller ones at the bottom.
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They basically die off.
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And that's how they become small, or they just never got a chance to
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go.
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Because there is a lot of sun and energy, then the bigger leaves, they
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will just fan out.
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And then in the center, there will be small and leaves again.
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And the reason that they are there is because that's where the growing
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actually starts.
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It's a bit hard to see over here because there is a point I believe
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with many firms where it will just stay at like the same size, but
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don't quote me on that.
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Like, I know how to make foliage.
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I'm not an expert at the knowledge of foliage.
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Anyway, let's set up boundaries from 0 to 0.
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So that they are actually here in the center and then we can just wipe
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it away.
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Artaphernes like this.
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Now.
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The first thing I'm going to do is I'm just going to go ahead and set
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my size scale of a little bit up.
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Yeah, let's let's make a big one first or like the center one so that
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I can kind of like see how everything works.
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Next.
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Let's go to orientation.
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And we need to set our not up out, I guess.
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All right.
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Yeah.
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Okay.
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So, alright, let's set this to 0.5 to do like the classic.
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Next, go to a line.
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And this is the important one.
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So, over here with this, we can basically control how we are going to,
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like, do a low valleys, but I'm sure that, you know, be dead by now.
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And now, if we use our fault, we can looks like that.
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They are folded out a little bit, so set, afford to be a little bit,
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like this are curl is a very important one.
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Now, you can see that now that we've done our geometry.
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It is really nice and soft the way that it's girls down.
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So that's really good.
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So, we got this one, and then, in a curl, what I'm going to do is,
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let's also just do some variation.
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So, let's add a few points like this.
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Let's just mess around with the points a little bit.
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Over here.
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Just to give it like a little bit of some economization little bit of
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twisting.
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Yeah, I'm fine with that vertex.
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Maybe if we set the noise, very small that we can do something like
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the vertex or very sorry, larger min-soo very large because I know I
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don't want to have too large, because you can see in real life that it
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is still quite a soft blend.
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So, let's do something like this, maybe a little bit less.
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So something like this 0.03 in the mountain around three in the noise.
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And let's do the Y scale.
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That's also once again, give it like some Randomness.
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So the Y scale is just like the length here.
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See
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And if we set this close enough, we can actually change the
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individual.
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Leaves.
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It just kind of depends where your point is set here C so you can kind
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like now control that kind of stuff so that they are not all the exact
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same size.
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So we got that one done.
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Yeah, I think that's pretty much all we need to do, right?
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Let's go over here to Fern and we have one, two, three, four, five.
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01 402, 403 404.
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And number 05.
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So that will white way, give us like a little bit of variation.
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It should they are kind like look to say let's see that.
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Oh, no.
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Wait, I did say they are.
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Thus they look the same page much.
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I do not trust that.
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Yeah, I do not trust that here.
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See.
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They, these are the exact same one.
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So let's go into a mesh because this should be totally fine.
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We have to leave Sarah one.
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02:03.
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Okay, so we got those two that should be fine.
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Say I'm really curious about why.
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I know, but if I do this, I think it is a wait.
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Yeah, I think it is a weight problem.
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May be here for go for CO2 here at this 101.
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I think, what we want to do is we just want to randomize the weight.
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Because right now, we are setting all of them at one, which might
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cause problems.
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So, if I do something like this, now, that should be different.
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So, let's see.
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We have this one.
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Why am I just really, really blind?
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No.
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This one is different.
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This one these three are not different.
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That is really strange.
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What might be happening is that it does not properly randomize because
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the leaves are they are just like single leaves over here.
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That might be the case for this.
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At which case we need to be very careful and just play around with
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your weight.
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Economy until it's sometimes changes a leaf.
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Yeah, see, and when we do that, we can kind like still control it.
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So let's just say that we have these for over here.
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Now.
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If you go to generate, you can use the sink to push things in and out,
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because right now, it is trying to sink into the center.
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That's, it's always try to do that so we can push it out a little bit
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and pretty much at this point.
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We can right click.
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And we can just duplicate or control D.
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And what I'm going to do with this is I'm going to yes, duplicate it
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and place it on top of my tree again, and now if I go to my
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Sigh scalar.
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I can tone this down to make them like the smaller versions.
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I can.
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Then go to rotation over here.
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Give them like a bit of like, a different rotation.
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If we go into orientation, I should be able to like mess around with
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the airline little bit so that we get like these small leaves sitting
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below it.
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And maybe let's say that we like make the curling less.
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And then push it down a little bit more.
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And I don't know maybe like set the size a little bit smaller.
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There we go season.
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Now we have like some of these lower leaves.
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Next stop is we are going to.
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Once again do like control D.
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Go up this Leaf over here.
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And for these ones, I'm going to go ahead and set the size a little
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bit bigger, but not too much little bit bigger.
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Maybe you can even go in here and like, do some randomization on the
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size and nice thing is because we are copying this.
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We can simply keep.
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Yeah, it will simply whatever we copy it is.
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We'll just apply the settings to the rest.
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Sorry.
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That's what I mean.
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Now.
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Let's go orientation.
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Let's go into a line then.
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Let's go ahead and go into our rotation over here.
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And now, at this point right now, they are all aligned at the same
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time, which I don't really like.
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So I'm gonna go into my align and I'm going to start by.
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Messing around with.
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The different alignments.
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I cannot do it too much, because if we do too much, they will start
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clipping too badly into the rest, but now, I can just select set my
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line over here.
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And you can see like, we have like the fern like this.
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And if I, now go ahead and just play around a little bit more with my
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rotation over here.
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Yeah, see.
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So, that looks pretty cool.
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And I would, last thing that we need is we need to have like a fern in
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the center.
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Let's set my sink over here, 20 to push this in.
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So, we got these phones over here.
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Now.
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I just need to have like one or two that are sitting really high up
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into the center.
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So if we do one large control d,
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I'm going to for this one.
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I'm going to set this to maybe like 20.
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And by the way, you know, what I want to do is I want to set the
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smaller ones, maybe to like three as if like that there are like more
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at the bottom.
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So we have these two, I'm then going to go ahead and I'm going to just
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give it like a head of rotation.
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But basically, all I care about is to serve our line really high for
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this.
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And for these ones, I'm tempted to just go to my notes.
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Just click on this.
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Over here.
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No, not that one.
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This one over here.
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And then give it like some custom rotation.
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And maybe what we can do is now if we go back to the generator, we can
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go to the folding.
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Sorry not folding.
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Let's do curly.
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Like this.
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And maybe I'll let's go back into notes.
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Let's see if I can rotate this and maybe it's go to w.
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Move this little bit just that you cannot really look into the center
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and it just looks like a nice little Fern so that is looking pretty
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good.
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I feel like maybe what maybe one more?
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Maybe one more like this and it will most likely have them moved some
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stuff around.
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So, let me just quickly change this around again because I do not like
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it if it's clipping too much, but we have to do something.
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So,
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There will always be like a little bit of clipping.
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Unfortunately.
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It will be very difficult to literally the form, the vertices that
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they are sitting against the leaves, and all of those kind of things.
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But yeah, it doesn't really matter.
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Because, as you can see over here, this is looking pretty good.
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So, we now got this one.
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Let's actually try it out inside of in real because this is pretty
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solid after this.
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You can literally go to every single leaf and you can just randomize
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the generation and then you will instantly have like another one.
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But obviously, I think one is enough for
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Or a tutorial.
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So let's save my scene.
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Let's export this to game from speed tree.
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Ferns your 10K.
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That is just a classic stuff.
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It's going here.
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You know what?
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I'm going to.
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I'm gonna just call this phone like this and now let's go ahead and
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just import.
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401 copy name.
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Remove the parent taste the name.
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Assigned to our lair.
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And there you go.
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See, very clean geometry, nice plant.
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So that's looking pretty good.
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And that's also how you would end up with like the same result inside
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of Maya if you pretty much did this in Maya or Max or blender or
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whatever.
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So we are going to export this
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Two in real furnace, 01.
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And let's do an export and now inside of Unreal Engine, which for some
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reason is on the wrong screen.
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Here we go.
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We can go ahead and you guessed it.
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Imports.
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Here we go.
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Just why get in here?
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I'm going to make it to 2.5 or three times as big so 2.5 over here.
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Let's try that.
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Then pretty much eyeballing it.
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Then that's the thing with also foliage.
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Yes.
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There is an average size, but often the size is very flexible, but for
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this because it literally grows so, but yeah, this is looking like
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quite a nice size compared to all of the other foliage, and if we just
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go textures new fern.
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Let me just quickly, import are.
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Ms.
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Fern textures over here.
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Tell you in here.
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Materials, let's use.
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Swap duplicate fern.
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I wonder if Fern of fan, I don't know.
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You should really not come to me when it comes to pronunciations.
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Especially because I'm Dutch.
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So it's not Easter English.
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Not even my first language, which I'm guessing most of you already
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know this.
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Let's have the desaturation.
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20 subsurface scattering to me like 0.5 because it's quite a tick
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plant.
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And now what we can do is we can just go ahead and
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assign our material.
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Here we go.
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Not too bad.
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Not too bad.
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Looking pretty cool.
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Yeah, so we got like some Ferns and I don't know, these ones are for
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our focus in which going to be like the bonus scene that I'm going to
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create.
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And I have the idea of after the tunnel because the tunnel is of
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course, an urban scene is just creating nature scene, which will just
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be like a very small forest scene with like a little lake so that we
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can like have these plants and then have like some squeeze surrounding
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it.
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But those because it is bonuses will be a time-lapse creation and
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fortunately it will once again not be included into.
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This chapter or into the source files, but it's just so do showcase.
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And I'll and of course, to create a cool-looking thumbnail.
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So let's go ahead and let's go to foliage.
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And let you see how it looks in there so assets fern.
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Let's turn these off.
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So that only that's one is turned on.
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Let's go zero points.
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These ones can go quite a bit.
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So 0.3 Pi 1.4 over here distance, that's due by like a thousand.
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Something in that direction.
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You can also by the way, you like it and then bitching, if you do like
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0.5, I believe it's going to paint.
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Okay, 0.5 does not do a lot.
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So let's go ahead and do like
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Ten, maybe it's needs to be higher.
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You see, you can do like a random of rotations which bits go, and
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let's set the density to 500.
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So let's say that we have over here.
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You see, we get like just some nice little ferns that can once again,
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fill up our space.
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So that's looking pretty cool.
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We got that stuff also done.
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And only thing that I'm going to do is I'm just going to go ahead and
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publish set a deceleration up a little bit.
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So let's go over here desaturation.
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Maybe like point to just give it like a little bit of like a tone down
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and maybe set the color.
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Little bit down and maybe give it like a little bit of like a
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yellowish color.
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See yellowish color, a little bit down.
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Yeah.
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And then set the disa trash maybe point three that we go because ferns
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do often look quite a bit dull.
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Of course.
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This one looks really really clean, but then it would stand out so I
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can like want to see if I can like hear see nicely Blended along with
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for example, our grass and everything like that.
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So that is looking pretty good.
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Also over here.
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See it nicely blends.
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So, I am quite happy with that.
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And what we're going to do in the next chapter, so the next chapter we
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are going to quickly start by doing some level art in our tunnel
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scene.
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So we are going to grab the foliage that we have so far and place it
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in there.
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And after that is done, we are going to focus quickly or not three and
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on our custom leaf and Branch material.
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So we do have like 13 in our tunnel scene, but the trees are mostly
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focused towards the foreseen.
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But this is looking really good.
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If you look at how much, how many pieces of foliage we have created in
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only, like, I think like seven or eight hours and that's with talking,
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with all of the explanations.
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I think we are doing really good.
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We are making really good time.
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So let's go ahead and continue with the next chapter.26377
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