Introduction to foliage

There’s three different groups of foliage in games; trees, bushes, and ground foliage (grass etc).

Modular foliage approach

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Bark and leaves are separate materials and objects. Use SpeedTree to make clusters from the leaves and branches. Those clusters you can then use to make the final tree in a different SpeedTree file.

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Creating the elements

Materials

Photoscanning

Alex Patel has a nice process on his Artstation https://www.artstation.com/artwork/58dPBz where he shows how he photographed the leaves and branches and then used Houdini for placement.

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We can take this process and adjust it for our own needs. We’ll need a light tent, they are pretty cheap on Amazon or we can build one ourselves. Then we capture the foliage assets in multiple lighting angles. Then we generate a normal map using Substance’s Multi-Angle to Normal node https://substance3d.adobe.com/documentation/sddoc/multi-angle-to-normal-159451093.html https://substance3d.adobe.com/tutorials/courses/Art-by-Rens-Substance-3D-Designer-Scan-Processing

From there we can make a height map and all the other things flow from there.

https://youtu.be/7YGd3bcO_Ys Grzegorz Baran has a much more detailed tutorial on it, and more besides. https://www.artstation.com/gbaran/albums/653352

See also: https://youtu.be/gPBqrlUL1G8 Environment PBR Texture Creation using Photogrammetry - Tree Bark