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The tool has been showcased within the Dark Ruins Megascans sample. Set dressing has been adjusted for each shot.
Lighting rigs have been set up with physically-based values. Lens artefacts are comped in Nuke, and the grade has been handled in Davinci Resolve.
Key tool objectives:
- Build up individual layers of branches with a focus on the overall shape language of ivy as it crawls over underlying surfaces;
- Multi-layered dense branch and leaf clumps to add volume to the wall’s profile;
- Art direct ivy that hangs off through gaps and/or hits perpendicular surfaces.
In development (coming soon):
- Versatile leaf system adjustments to generation, texturing and topology.
Current tool features:
Branch generation
- Shortest path-based branch growth
- Ground cover ivy spreading onto surrounding terrain with bounding box-clipped landscape for performance
- Mask-driven scatter using combined AO, noise, and density maps
- Vertex colour painting support from Houdini and Unreal to include / exclude areas
- Curve input for guided ivy path placement
- Branch clumping via 3D noise
- Multi-layer ivy generation for dense growth
- Hanging vine generation on downward-facing and vertical surfaces with controllable probability
- Vine re-attachment to perpendicular surfaces with angle threshold control
- Branch pruning with seed control
- Automatic cleanup of disconnected and wall-intersecting branches
Branch appearance
- Parametric branch width along tangent
- Left / right alternation with dead zone control
- Hanging branch tilt away from wall with distance-based falloff
- Noise-driven vine displacement with pin ratio control
- Bottom cut-off with noise-driven threshold
- Extend generation over ground surface with gradient blend
Leaf system
- Surface normal and tangent-based leaf orientation and tilt away from wall for near-surface leaves
- Left / right alternation with controllable angle
- Leaf size tapering towards the tips
- Random noise size variation
- Leaf sliding along branches
- Trim control for branch tips and roots
- Overlap threshold detection and pruning between adjacent leaves and at fork points
- Per-leaf wind gradient and intensity variation in vertex colour for Unreal material WPO
Leaf card pipeline
- Switch between traced mesh leaves and UV atlas cards for performance
- Procedural atlas cutting with automatic UV assignment and ability to select leaves to use
- Per-leaf procedural bend deformation
- Global noise-driven scale variation