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Mike Batchelor
Product Manager, INSYDIUM LTD

INSYDIUM LIVE! - March 2023 - NeXus, TerraformFX & Taiao

🎥 Mar 15, 2023 📺 INSYDIUM LTD ⏱ 67m 👁 10035 views
Welcome to our first Live Stream! Hosted by Bob Walmsley & Mike Batchelor - within this stream, Bob will use NeXus grains and TerraformFX to recreate an object rising from the sand. Mike will create a hibiscus flower using the Taiao flower update that is still in development, to give you an idea of what's to come in the next release! And as always, remember to Like & Subscribe! What is INSYDIUM Fused? https://insydium.ltd/products/fused/ Download the FREE Trial! https://insydium.ltd/try/ Have you checked out our Content Repository? FREE scenes to download & learn with! https://insydium...
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Transcript (92 segments)
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Narrator0:28
[Non-speech audio]
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Bob5:09
Hey everyone, this is Bob from INSYDIUM.
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Mike Batchelor5:12
And I'm Mike, and this is our very first INSYDIUM live stream. It is great to be with you. Thanks for everyone that is with us on the chat. What we'll do is we'll do a bit of a roll call of those of you on the chat in a minute.
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Bob5:26
Before we do though, let's just give you a brief introduction of what we want to do in this stream. We want to do a couple of things really. Obviously we want to hang out together, and we also want you to be able to maybe learn something. So for every stream we do, we're going to do kind of a technique breakdown where we kind of tear apart an X-Particles scene, we'll rebuild it, and we'll tell you how it all works. So I'm going to kick that off with you in a couple of minutes. And then a little bit later on, it's really important for us to share some of the kind of work in progress that's going on behind closed doors by our development team. Obviously we've got a very hard-working development team that's working all year round on all kinds of things, new features, add-ons, all that kind of stuff. So we're going to give you a bit of a sneak peek behind the curtain at some of that development, and Mike is going to walk you through that one on today's stream. And Mike, it's going to be all about our procedural plant and tree generator, Terra.
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Mike Batchelor6:26
Yep, so what we're going to do is we're going to give a quick look at some of the work that the developers have been doing on Terra, focused mainly on the workflow, the interface, making it faster, easier to use, and obviously more powerful. After we've had a quick look at the new tools, we're going to jump into Flower, and we're going to have a look at making this procedural tropical hibiscus flower. Before that, we're going to have Bob take you through the technical training. So before we get on with our technical tutorial, then let's just do a bit of a roll call in the chat. I should say at this point that John Bosley, the INSYDIUM human encyclopedia who knows everything about everything in the world, he is in the chat, he's moderating for us, and he's going to be helping answering some of your questions as well.
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Bob7:16
So I must say at this point actually, when we started and said we were going to do a stream, Mike said to me, he said, 'Bob, you've got to help me out because I'm rubbish at pronouncing people's names, and if people are in the chat and they're chatting to us, I'm not going to know how to say the name.' Well, I hate to break it to you, Mike, but I think I'm the one person on Earth that's worse than you at pronouncing people's names. So if I get anything wrong, please don't take offense, it's just that I'm an idiot, I'm not very good at this stuff.
So let's have a look who's in the chat. We have got Chuck Fuller, we've got Max, we've got Philippe of France, hey, we've got Chris H, I've got Tosh, Mike, Edward, we've got Psy, got Steve in there as well, Dennis, we've got Tino's in the house, hey Tino, we've got Martin in there, Francisco. Loads of people in the chat, so do feel free to get involved. You can ask us questions about any of the stuff that we're working on, parameters, settings. If you've got any kind of general questions or personal questions about things like your license or if your maintenance is about to expire, stuff like that, then just head over to the INSYDIUM website and obviously our team will be more than happy to look into questions like that and get anything sorted for you. But for questions in the stream about what we're doing at the moment, then obviously yeah, we'll do our best to answer it, and John's in there to offer any advice as well.
So let's get cracking. We're going to be doing a technique breakdown now. I don't know if you saw this a couple of weeks ago, our design team put out this short video on our social media channels, and it's just a bit of a granular sim really, a logo reveal. There's quite a lot going on in it actually. We've got a nice GPU grain sim, we've got a Terraform FX landscape, this nice kind of volcanic landscape, and also in the background if you've spotted, there is a dynamic ocean as well which is going on there. So quite a lot in one scene, and this is what we're going to have a look at and dive into.
So what we'll do is we'll jump into my Cinema 4D. Here we are, and as you can see we have got this logo. Now this is our pre-animated logo, and if I play the playhead, you can see I've got a bit of subtle animation, and you can see where the logo stops, there's always just a little bit of kickback, and what that does, it enables the sand to kind of get knocked off and it looks really good. So that animation is key, and this is just done with keyframes. So before we even think about doing our grains, we're going to use Terraform FX, which is our procedural landscape generator, to create that volcanic background.
So we'll go to INSYDIUM, we'll go to Terraform FX, to a TF Terrain, and it brings in the default terrain, and here it is. Now by default it brings in these three operators just to give you a kind of a start. We don't need these erosion ones for now, so I'm just going to delete those out and just stick with the noise. Now this is personal preference, but when I work with Terraform I like to switch off, if we go to the object tab, I like to switch off the display so we're not getting that gradient, and I like just to make it really dark. So I'll go to the basic tab, display color, set it to custom, and then just select a nice dark gray in there. And it's also a good idea, I always like to do this, it depends how you like your viewport setup, but I always like a light in there to help it show off the undulation. So I'm just going to do a Cinema 4D light, we'll just leave it in its standard settings, stick it up there.
Let's go to the general tab, we'll add some soft shadows, and let's go to the shadow and just make them a little less dense, so put it on maybe 80 percent. So now you can see we've got our logo casting that shadow. Great, so what we want to do is create this kind of volcanic shape. So we're going to go to our terrain, we've got this base noise, and this is using a noise to generate altitude data which then creates this nice undulating landscape.
If we go to the noise properties tab, we can see the noise type by default is set to turbulence. Where I've been using a lot of Terraform lately, I've been using Stupel a lot, which gives us these really nice kind of swirly, almost circular shapes in our terrain. So let's leave it on that for now. Now we need to make this stick up like a volcano. So to do that, we're going to use another operator. We'll add an operator, and we're going to bring in a TF Gradient. Now this will bring in a radial gradient by default, and if I just get this handle, look, you can stick it up in there, I've immediately got a peak. So that's not quite what we want, we want to make this look like a volcano.
So we'll just lower that down a little bit. We can use, in the properties tab, we can use this fall-off curve to shape this gradient. If I bring this knot down, you'll see, look, it's lowering it to the point where there's nothing there at all. So let's leave that there. I'm going to add a point by holding Ctrl and left-clicking, and then if we lift this up, look, we're getting the bump there. So we want maybe something like that. Okay, and then on this knot, let's just pull our handle out a bit so we're getting that middle indentation like that. And then we can lift this knot up so it doesn't go down as deep. So something along those lines is looking pretty good.
Now we can obviously make adjustments to this as we go, but what I'm going to do is leave it at that for the time being. Let's move this one across so we've kind of made this crater. All right, very good. So now I'm just not quite happy with that, I'm going to move that in a little bit further, something like that. So now what we're going to do to add a bit more detail to this, I mean you can look just with a noise and a gradient, we've got something that's looking pretty cool, but we're going to make it look better. We're going to use some erosion.
So we'll go to our TF Terrain, I'm going to add an operator, and we're going to add an erosion filter. Now this erosion filter does loads of different things, it does five different eroding effects. We don't want thermal weathering. We're going to use what simulates the effect of rain eroding away landscapes, hydraulic erosion, and we're going to use the 2D version. There's an X-Particles one which is a full 3D solve which is brilliant, but there's also a 2D one which is much faster and you can get good results. So I'm going to click on that.
And just as I click on it, look, you can see we've got these channels that have been eroded into our landscape. Now we're going to adjust this. At the moment it's raining all the way across our landscape, and those particles are, there's 10,000 particles it's simulating, and they're living for 30 frames, and they're kind of cascading down the slopes and eroding it away. We only want it to rain on the higher bits. So we can do that by coming down in the properties tab to the filter, and look, rain everywhere, let's change that to 'above,' and then let's say above maybe 30 centimeters. And now it's only raining at the top. We could even go higher than that, let's go to 50 maybe.
Okay, that's looking really good. Now what I often like to do is have one erosion to get the base bit of erosion done, and then I'm going to hold Ctrl, drag, and copy that out. And now we've got two, and the second one, the particles are going to fall down the channels that were made by the first one. And it's already looking pretty awesome just on default. We could perhaps up the particle count of the second one, let's put 30,000 particles.
And look how much it's eroded it. So you get these channels, but you also get these kind of flat deposit areas where it's kind of brought all of that silt down and then deposited it at the bottom. So that's excellent. And you can really see it in the middle of the crater, look, it's created this flat deposit area here with this steep ridge. So we're just about done now. The only problem is now is that we want to simulate our grains inside here, but this is a big ridge, so we need to flatten this out. So how might we do that?
Well, we're going to use another filter. That's the beauty of Terraform, you can create your landscapes and then filter them and adjust it to your heart's content. So let's bring out a TF Curve, and this works in its default, look at the effect it's had. And it works like a contrast curve if you're used to using After Effects or Photoshop. So let's just right-click here and put this on a linear spline. So with a linear spline, this curve is doing absolutely nothing at all, it's exactly the same as if it wasn't on.
But then if we start adding contrast, let's go to this point here, and let's make it easy ease, we can start adding a bit of contrast, and look, it's flattening those lower areas. So that gives you loads of control. Let's put that back down to a linear. So what we're going to do is we're going to take both of those to the bottom, which means we now have no altitude at all. Select them both, and we're going to lift it up. So now they've all been lifted. So why are we doing this? This looks odd. Well, now we can localize the effects of this to just that bit within inside the crater, and we'll do that by masking.
So we'll go to the masking tab, and what we'll do is we'll use a field, and we're going to use a cylinder field. Let's bring it in, and now it's only using that curve inside the field. So look, that's the width of that field, it's pretty much spot on, isn't it? And then let's increase the inner bit, something like that, take it in. All right, and then let's just make the fields invisible. So if I just deselect this, it'll become invisible. Right, so now we have got that, that's looking good. It's looking a bit odd admittedly, so now what we can do is go to our curve, to the operator, and just remove some of the blend. And look, we can bring back in the original detail, or we can blend it out, and we're kind of flattening that off. So that's looking really cool. And I'm just going to lift it up a bit so I can see, and I could faff around with that for ages, but we'll just leave it as is, that's going to work okay for us. So now we have a flat bit where we can do our sim.
Excellent. So now that's our Terraform sorted, what we want to do now is start doing our granular sim inside of this little crater we've made. We're going to be using Nexus for this, which will be using the GPU, and what we need to do is we need to create some collision geometry that's less polygon heavy than this. If I hit ND to show the lines, as far as a terrain goes, it's not particularly dense this mesh, but for a collision object, it's having to calculate an awful lot of polygons. So what we're going to do is we're going to make a collision version, a collider version.
Before we do, we've got one more thing to do actually, which is going to be important. If you have a look at our shot here with the blue particles, the blue particles are static, they're not simulating, and we need to spawn them on this terrain. And we're going to use a filter to get them to be spawned in these grooves. So let's set that up before we do this collision object. So we'll go to TF Terrain, we'll go to the erosion filter again, but this time we're not going to do rain or thermal weathering, we're going to do snow. And look, can you see that? Snow has been dropped in these grooves. And if we reduce the radius, we can make less snow. And I think that's looking pretty good as is. So what we're able to do with snow is, look, we can output an erosion map. And that means if we click this, we go to the terrain, look, we've got this vertex map now, and I click on that, we're outputting a vertex map. And later on we're going to be using this vertex map to spawn our static particles.
Excellent. Right, so now we've done that, let's think about making a collision object. So we're going to right-click on our TF Terrain, and we'll current state to object. So now we have a poly version, and I'm just going to Control-click and steal that vertex tag and stick it on there. And then I can now switch off my TF Terrain, and we're dealing with our polygon version. Okay, so now I'm going to make another copy, so one's going to be our terrain for the beauty, and the other we're going to turn into our low-poly one.
So we're going to do that with another INSYDIUM tool, and this one is within the mesh tools, and this is our brilliant remesh tool. So let's bring this in. And the reason why this remesh is so good for making these bits of collision geometry is that we get this triangulated mesh. And Mike, I need help, I can't remember how to pronounce it again.
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Mike Batchelor21:12
Delaunay.
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Bob21:15
Delaunay! It makes Delaunay triangles, and basically what it means is it will remesh these quads into very even triangles, they are as equilateral a triangle as they can be. And that means that we retain the shape and look of our base mesh even though we go way low-poly. So look, what we'll do is we're going to put the features angle here way up to 180, and all that means is it's not going to be collapsing any edges of this and trying to remesh those edges. All it's going to do is triangulate it. So then if we get our TF Terrain, we'll make one of them invisible, this is going to be our low-poly one, let's drop it in the remesh. It's going to calculate, and there is our remesh running now. If I hit ND to show the lines, there, you can see way low-poly, but look how even the mesh is. So I think we can go even more than that. Look, edge length, if we put this up, there'll be fewer triangles. Let's put that on maybe 16. And even on 16, look how it has retained the general shape of that terrain.
Excellent. So now we've done that, let's hit C on the remesh to make that editable, and that'll make it a polygon object. We can just drag it out of there, let's delete that null, and I'm just going to rename that from terrain to low-poly. All right, now we can actually go one step further here to reduce this poly count. We only need polygons in this crater. So let's go to the low-poly, we'll go to polygon mode, let's pick the brush tool, make sure visible only is off, and then let's make this bigger. And we just need to kind of make a selection, click, there's a selection, and then with that selection, if we go to the select menu and press invert, or U-I as a shortcut, do that, inverts it, hit backspace, and now we've deleted that out. And now we have got this super low-poly collision object which is pretty much the same shape as our very high-poly mesh.
Brilliant. So I'm just going to make that a dark color as well so we can see our emitter nicely. So now we've done this, we just need to adjust our logo collider slightly so it's not sticking up. So let's go to our collider geo animation, and I'll just poke that down until it's not showing. Yeah, and then if we hit play, as that animates, so up there, so we've got that poking up. Perfect.
All right, so let's get cracking then with our particle simulation now. So we'll go to INSYDIUM X-Particles, and bring in a system. The system automatically brings in a default emitter, which is this square emitter, and it'll spit out those particles. So we want this, we're just going to make a cylinder of particles. Let's go to object, emitter shape, we'll set it to cylinder. In the coordinates, we'll set the pitch to 90. Yeah, and then in the object, we want this to be about maybe 60 by 7 high, something like that. That's looking pretty good.
So then let's go to our emission tab. Now we want to emit the particles from within this in a way that's going to work well as a granular sim, and that means we want to be able to pack as many particles on one frame into the volume of this cylinder without them overlapping or intersecting. So we're going to do that, let's just take off the speed. We'll go back to the first frame. If we change the mode from 'simulate legacy,' where we don't have any particles on the first frame, if we change that to 'simulate,' we get particles on the first frame, which is really cool.
Let me just go to my brush tool and take that down because that's distracting. Okay, back to the emitter. So we're going to go shot, we want to shoot particles out on one frame. We want the shot type to be hexagonal, which is a really good mode for grains. And you'll see, look, the particles have been birthed in a hexagonal grid within the volume of the cylinder, and it's a really efficient way of packing them in. And if you want more particles, you decrease the radius gives you more, you increase the radius it gives you fewer particles. So if we put this on maybe 1.5, now you can see, look, we've got that really nice tightly packed grid of particles.
So we'll move this down, and we don't want it intersecting our collision geometry. We just want it kind of poking down, somewhere like that. Now we're going to start simulating, and we need our particles to collide with our low-poly geometry, so they need a collider tag to tell them to do that. So we'll highlight the terrain, we'll go to Tags, Extensions, INSYDIUM, and we'll go to Collider. And what we're going to do is reduce the bounce, don't want any bounce, I'm going to put the friction up, I'm actually going to put the friction on full.
So now that's set up, now we need to get our simulation sorted, and we're going to use Nexus. So we'll go to Nexus, we'll choose an object. First of all, we need a gravity, and I'm just going to make this maybe 200, we don't need full gravity strength. And now if we hit play now, you'll see that the particles will initialize, they'll fall down, they're interacting with the terrain and with our logo, but not with each other. We need to tell them to act like a granular entity. So let's go to Nexus, objects, NX Fluids. The solver can't be PBD, it has to be SPH. That is the only one that has the granular mode. We change the fluid type from liquid to granular, and now if we hit play, you're going to see that we're getting them and they're acting a bit like dry sand.
So let's just sort out the view here. What we'll do is we'll make our terrain low-poly invisible. That's doing its job but we don't need to look at it. We'll look at the nice terrain. Let's hit NA to hide those lines. So there we go. Let's get our particles to be colored differently. So we'll go to the display tab of our XP emitter, and in the editor display, the color mode we'll set to gradient parameter, because we want to map a gradient according to their granular value. And we'll load a preset. I'm going to use this kind of water gradient, let's just bring in this flame. Okay, and we'll hit auto, which will work out all the values for us. So now if we hit play, there, we've got our dry grains simulating, and look, straight away without doing anything, they're interacting with our logo.
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Mike Batchelor28:37
So Bob, is there any reason why you've used hexagonal rather than regular for the emission?
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Bob28:41
Yes, so if you go to our emitter, to the emission tab, there are two different modes, shot types, which have been created to use with fluids. There's hexagonal and then there's regular. As Mike said, the reason I use hexagonal for grains is because a hexagonal grid more efficiently packs the particles, so you can get more particles in the same volume. That means you have less space between particles, so when the gravity starts taking effect, the particles have less movement around each other to fill in those spaces, and they kind of stay in more of a cohesive shape. So for granular stuff, I always default to using hexagonal.
Right, so let's have a look at a couple of things. At the moment we've got a dry sand look here with our logo coming up, and we haven't got any particles sticking to that logo. So what we could do, if we go to, look, our collider geo animation is in this null, let's just make a bit of room here. And this is, look, it's just an extrude object, our geometry made from a spline which is of our INSYDIUM logo, and it's just in a load of nulls here to help with the animation, these are the various position and rotational nulls. But you can see the collider tag is on the extrude, so if we click on that, look, if I add a bit of friction, now you're going to see those grains are more sticky. Look, they're sticking to the surface. And there you can see the importance of that little bit of kickback in the animation where it kicks off those grains. Let's have a look at that again, as we come up and it kicks off. That's looking really cool.
One little trick we can do, we're viewing our emitter, if we go to the display tab, we're viewing it in the square editor display mode, which is a really fast way of displaying particles, but it doesn't show the radius, so we're not seeing these particles tightly packed together. But one trick you can do is you can have it in squares, but then if you just increase this display size factor, you can see, look, they're becoming almost spherical. So we enjoy the benefit of the square display type, but we can kind of fill in some of those gaps and we can see them looking like they're more tightly packed.
So now we've got those grains sticking before they get thrown off. So we've got our collider tag that we can adjust to change the sim. Let's just put that down a little bit, because another thing we can do is we can adjust the granular settings on this. So if I go to my NX Fluids, and if we come down, you can see we've got solver settings and right at the bottom we've got granular settings. Now first of all, with any granular sim, this is the same actually for highly viscous fluid sims as well, you need a very, very accurate velocity solve to get realistic motion and movement. And we increase the velocity accuracy by breaking the frames down into smaller chunks, this is substeps. So for granular stuff it's always a good idea to increase your substeps. Let's just put ours up to say nine.
And once we've done that, if we wanted this to be more like a wet sand that clumps together, or like packed snow, then we can go to our granular settings and increase the friction. So if I put my friction on 100, now that I've increased my subframe steps, you're going to see that, look, it's holding together as a solid mass. And look, our logo is actually lifting, look, it's lifting the whole thing up, it's not managing to break through, and it's just cracking off now. So that's looking obviously a very different look, but a very, very neat look. I really like that.
So now once we've got that friction, if we want it to break apart more easily but maintain these sticky chunks, we can then reduce the stability. So let's put this down to say five, and it's going to be a very kind of sticky sim. Look, we've got a lovely crack there on the ridge, and now we can see the logo coming through. It's able to break off into chunks more easily because we've reduced the stability, and obviously it's a very, very different look. I just love playing around with grains, with this type of wet sand, snow look.
So that obviously is not what we want for ours. Let's reduce the friction way down, and then it's able to behave much more like dry sand. And that is that. So that's our sand sim done, and it's important to note at this point that we have intentionally simulated as few particles as possible to get away with it. And the rest of the particles in the scene, if we just play the shot from Instagram again, you'll see the rest of it, the blue ones, they're just static particles, but at render time we instance the same geometry so they all look like they're part of that same scene.
So let's just switch off our Nexus system, and we're going to create those static particles. It's really easy, so we'll go to INSYDIUM X-Particles, I'm going to bring in a new system. And in this system, in the system object tab, we're going to click 'only modifiers in the same system,' and this means that any modifiers in our Nexus system, this emitter will just ignore them, and so they're not going to calculate. So let's do that.
And then this emitter, let's go to the emission tab, and again we'll stick it on simulate mode so we get them straight away. We'll reduce the speed, we don't need speed, so let's take that off, and we're going to change it to shot. Now we're going to go to our object tab, and we don't want to emit from the default rectangle shape here, we want to emit from our landscape. So we'll change our emitter shape from rectangle to object. The object we want to emit from is our high-res terrain, so let's drop that in. And now you can see we're getting particles there. Let's change the emit from, we don't want polygon center because that'll be very regular, we want polygon area, and we need to massively increase the count, there's not enough. So let's go to the emission tab and we're on a thousand, let's put it on say, I don't know, 100,000. There we go.
And there we've got our static particles. So that's looking pretty good. So now what we need to do is, we've got our vertex map from the snow erosion, so we need to tell this emitter to only emit particles where that vertex map is. So if we go to the emission tab, we'll go to restrictions, and we're going to add a field, and this is going to be our vertex map.
So if we drop that in, look, straight away, we've got particles only in those grooves where the snow was. And that's looking really good. So if we go back to our main system, we turn that back on, we've got our simulated grains and our static grains, and they're all looking like they're part of the same scene. So that's looking excellent. Let's just hit play on that and see what we've got.
So there we go, that's looking really cool. We've got our dry grains simulating, we've got our static particles in those grooves, and it's all looking like it's part of one scene. So that's looking really good. So that's our grain sim done.
So just to recap what we've done there, we've created a terrain using Terraform FX, we've used erosion to create those channels, we've used a curve filter to flatten out the crater area, we've created a low-poly collision version using the remesh tool, we've set up a granular simulation using Nexus with SPH solver, and then we've added static particles using the vertex map from the snow erosion. So that's a really nice technique breakdown, and that's the kind of thing we're going to be doing on every stream.
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Mike Batchelor37:01
That's really cool, Bob. So what we're going to do now is we're going to move on and have a look at some of the development work that's been going on behind the scenes with Terra. So as I mentioned at the top of the stream, the developers have been working on making Terra faster, easier to use, and more powerful. So let's jump in and have a look at some of that.
So here we are in Cinema 4D, and I've got a scene set up here with some plants. Now this is Terra, our procedural plant and tree generator, and what the developers have been working on is improving the workflow and the interface. So let me just show you some of the changes.
So one of the big things is the speed. The developers have been working on optimizing the plant generation, so now it's much faster to generate plants. You can see here I've got a plant, and if I go in and make some changes, it updates much quicker than it used to. That's a big improvement.
The other thing is the interface. We've made it much easier to use, so if you're new to Terra, you'll find it much more intuitive. And for those of you who are already using it, you'll find that the workflow is much smoother.
So let me show you a few things. First of all, we've got the new preset system, which makes it much easier to browse and apply presets. And we've also improved the way you can customize plants. So you've got much more control over the shape, the leaves, the branches, all of that.
And one of the things I'm really excited about is the new Flower tool. So let me show you that. We're going to make a procedural tropical hibiscus flower, and this is a great example of what you can do with Terra.
So let's start with a new plant, and I'm going to go to the flower presets. We've got a whole range of flower presets now, and I'm going to start with a basic flower shape. So let's bring that in.
Now the first thing we want to do is adjust the petals. So I'm going to go into the petal settings, and we want to make these petals a bit bigger, a bit more rounded, and we want to add some color variation. So let's do that.
So I'm going to increase the petal count, we want about five petals for a hibiscus, and I'm going to adjust the shape. You can see here I've got control over the width, the length, the curvature of the petals. So let's shape these to look like hibiscus petals.
Now the other thing about hibiscus flowers is they've got this prominent central stamen. So let's add that. I'm going to go to the stamen settings and adjust those. We want a long stamen with pollen on the end.
So there we go, that's looking much more like a hibiscus. Now let's add some color. I'm going to go to the material settings, and I'm going to set up a gradient for the petals, going from a deep red in the center to a lighter pink on the edges. That's a classic hibiscus color scheme.
And there we go, that's looking really nice. So that's a procedural tropical hibiscus flower, made entirely in Terra. And the beauty of this is that it's completely procedural, so you can go in and make changes at any time. You can adjust the number of petals, the shape, the color, all of that, and it updates in real time.
So that's a quick look at some of the development work that's been going on with Terra. As I said, the main focus has been on speed, workflow, and the interface, and I think you'll find it's a much better experience when you get your hands on it.
So that's pretty much it for today's stream. We've done a technique breakdown with Bob showing you the granular sim, and we've had a look at some of the development work with Terra. We hope you've enjoyed it, and we'll be doing more of these streams in the future.
B
Bob41:41
Yeah, absolutely. So thanks everyone for joining us. We'll be back soon with another stream. If you've got any questions, head over to the INSYDIUM website and the team will be happy to help. And thanks to John for moderating the chat. We'll see you next time!
M
Mike Batchelor42:01
Thanks everyone, see you next time!
Loads of particles. These are our static particles, but now we need to confine this emission to just those snowy areas. So all we need to do is go to our emitter and in the Object tab, look below the Object Link field. We can put a selection in, and all we need to do is put our vertex map in — remember the snow vertex map, that one. So let's just drag that in, and now we have got our residual particles sitting on those areas where the snow was. And obviously when we get to render time again, these ones — you instance the same geometry at render time and you get a totally linked, coherent scene. But you're only simulating a really, really small part of that.
B
Bob36:27
And that is something that I try and kind of hit home all the time, Mike, is that when you're simulating — even though we've got GPU now, even though GPUs have got tons of VRAM and the temptation is to make massive scenes — do yourself a favor and make your scene and simulation as small as you can get away with.
M
Mike Batchelor36:48
And you'll get through it. Optimize, optimize, optimize — always as much as you can.
B
Bob36:55
Absolutely. Okay, so that is our technical breakdown. If you've got any questions on that, by the way — John's obviously answering some of those and we will get to them. And what I'll do is I'll have a quick read through whilst Mike is showing you our preview of the new Taio. We've got any questions, just obviously join us in the chat, let us know and we'll address those as and when we can. So let's move on to our development sneak peek, Mike. And you're going to be looking at Taio, which is part of the Insydium Fused collection, and this is our procedural plant and forest designer, generator, animator. And our development team have been working on some pretty exciting additions and improvements to this. So let's jump into your Cinema 4D, Mike, and you can start taking us through that.
M
Mike Batchelor37:53
Yep, so here we are in my Cinema, and what we're going to do is go up to the Insydium menu, Taio. And for the users who already use Taio, you might know straight away we have a couple of new options — Taio Leaf and a Taio Flower. The flower was previously in Taio Plant and we've taken it out and rebuilt it to give it a lot more power. And we'll have a look at these in a moment. First thing we want to do is add a new plant, and we're going to look at the new workflow options we've had, because what we wanted to do after the first version is streamline the process, make it easier to use, navigate all the options, and just give it more power. So let's add a trunk, and from that we'll add a branch. With the branch selected, we're just going to add a couple of options — we're going to increase the angle, and we'll increase the length. I'm just going to jump into global settings and have a few more resolutions just so it's got more detail. And we'll go back to Plant Layers now. For the users, you might know straight away there's missing options — Filling, Gravity, Turbulence — they've all been taken out of the main tab to make this a lot more efficient to use, because we only need various options in here just to get the initial shape. Everything else has now been moved into the modifiers. So if we look in Modifiers, you can see that we have a new modifier stack. With that selected, we're going to drop in a Furling modifier. And with the Furling selected, you can see we have all the options previously in Furling with the addition of Variations. So we'll add some Furling, we'll bring this down, we'll adjust the bias so it's further down the branch. And with the Variations, we can add a little bit of variation to each of these. Now in version one we had one Furling option — it did angle and it did bias, and that was it. Now as they're modifiers, you can add as many as you want. So let's drop in another one. Now you can see it's not been affected — we need to change the blend mode, so we'll set this to Add. That's just adding it on top of the previous Furling modifier. So let's add some Furling on the end, and if we adjust the bias, you'll see that now we're just affecting the ends of the branch. So you can see straight away you can get a lot more control over the look of the branching. And what you can do with the modifiers — if we look in the stack, you can see we have Furling, Turbulence, Twist, and Gravity, like we just had. We also have new Aim, Profile, and Displacement. So let's drop in a Turbulence, and we can leave that as it is. As you can see, that's giving us quite a nice look straight away. But one of the additional benefits of these is we have Fields, so each modifier can be controlled on its own with a field. And what we'll do is we'll drop in a Spherical Field, and let's just increase the strength of this and the scale. And we'll make this one affect all of the modifiers simply by dragging and dropping the field into the field list. So now with our field, we can art direct exactly where we want these modifiers to be affecting the branches.
B
Bob41:21
So that's cool for just building it, but I mean that's an animation tool as well, isn't it?
M
Mike Batchelor41:25
You can definitely use it for animation. For example, let's have a look at dropping this into a Random Field. And we'll put the view settings on, and let's just increase the scale of that noise. Let's bring that up like so. And in the field, if we change the animation speed and push play, you can see the field is affecting all of these branches. So it's not controlling all of them at the moment, but there you go — you can use the fields to animate the branches. You can use the fields to art direct the branches where they are and exactly how they're looking. Let's just set that back to a sphere. So yeah, if you want them only on certain branches, you can have that control. And obviously it's fields, so you can add more control parts over here, have it control different modifiers out of the stack. And like I said, you can have as many as you want — there's no limit to the modifiers that you can put into this stack. So you have full fine control over how you build your plants with the new modifiers. So that's one of the big additions that we've added to the Taio Plant — major workflow increases. And the next thing we want to look at is the Taio Leaf. So what I'm going to do is I'm going to turn this off.
B
Bob42:49
Just while you set that up, Mike, sorry — I'm doing the roll call on the chat here. Hi to everybody, if you're in the chat, great to have you with us on our first stream. Loads of people in the house — we've got Ron, we've got Glenn, we've got 3D royalty — Glenn Southern's with us. Mike, hi Glenn. Hey Glenn, we have got Rocket Lasso — hey Chris, hi Chris. We have Sandro, Christian, Casey on — hey Casey, good to see you. Motion Punk is with us, hi Thanos. Wow, we've got a lot of people in the chat. Great to have you all with us on this first stream. Keep those comments coming. And just to remind you, John Bosley is in the house as well — he is our resident expert on all things everything, and he's helping to answer questions as we go. Sorry Mike, go on.
M
Mike Batchelor43:41
We are now doing Leaf. So Taio Leaf is a whole new procedural leaf tool for generating leaves, obviously, and the leaves can then be added to the plant. So if we have a quick look at the plant and add a leaf — we're going to the leaf, you had the previous leaf with some basic options, but now in the Geometry tab we have different modes: Basic, Custom, and Emitter. And if you just select Custom, you can simply drag and drop your new leaf into here and it will be procedurally built on the new plant. So we'll go back to our leaf, and I've already put some materials in here just so we can separate the parts. We go to the Main tab and we'll look at our geometry, and I'm going to quickly add a bit more geometry to this — so we're going to 20 and 40, and let's get rid of these lines. So I'm going to add a quick shape — we'll just create a very basic leaf shape, something like this looks fine. And then we'll have a look at the veins. So if we go into the Veins tab, you can see we have all these options for adding veins. So we'll enable it, and that creates this vein down the main stem of the leaf. And this profile gives us the control over that, so let's drag down this taper, it out across the end of the leaf. Now we also have a Petiole Offset, so if we increase this, you'll see that it pushes the leaf and the stem off from the branch, which is what happens naturally — if you have this petiole that grows from the branch into the leaf, and that just gives you much more realism to have an attachment to the branch rather than just this floating leaf. Okay, so with that said, we have a vein count. So let's increase the vein count — we'll put 20 in there. You can see it creates these procedural branching veins, and we have an angle option. So let's increase the angle like so, which is looking good. Happy with that. And we'll just drop the radius because they're a bit large at the moment, so we'll just put down to one. So there's the veins, and with this vein system we have various structures — this is Pinnate, we have Palmate which creates like a fan type of structure where you can see in sort of tropical plants, which looks good, and we also have Parallel which is what you get in grass blades or a single stem only. Now we'll put it back to Pinnate, and I'll quickly go back to Geometry — these veins are fully procedural to the shape that you have here, so if you adjust the shape, they adapt naturally to however the shape of the leaf is. Okay, so we've got it back to how it was. And then we can just jump into the modifiers — like every part, we now have the modifier stack. So with this one, let's add a Fold. Now if you remember from previously, Fold in Taio just did a hard angle like so, which worked for distance but not for close-ups. So what we have now is this Fold Shape, and the Fold Shape is — if you imagine this middle part to the end is the middle part to the end of half of the leaf — so what we can do is create these really natural curves. And it's a spline, so you can do whatever you like in here to really fine-tune how that works. But we can also take this and adjust where it is on the leaf. So with the bias, you can see you can procedurally move where that fold is happening. So let's drop it down towards the end like that, which looks good. Okay, I'm happy with that. Let's add in a couple of Furling layers. So we put one Furling layer, and that will be the main curve, the gravity, like so. We'll adjust the bias so we get that really nice gravity fill. And then we'll add one more, and this one we'll just use to adjust the tip of the leaf so it's got a bit of life to it.
B
Bob47:54
The fact that you're able to stack these modifiers and so you're only having to look at one set of attributes at any one time is such an amazing improvement. You're not jumping around from tab to tab fixing everything.
M
Mike Batchelor48:09
It's all in here, really easy to access and to manage as well, because you can get quite lost. So let's just drop in a Turbulence modifier as well just to give it some wave motion. So that looks good. So say we're happy with that — that's our single leaf, we can use that on our plant, and that looks really good. And when you're rendering these, you can add some thickness to the leaf, but when you get translucency and the sun coming through, you can really see these veins and they make it look much more realistic. So we'll go back to the Main tab now. We have two modes in here: Standard Leaf, which is a single mode here, or Lobing. And we'll drop in the Lobing mode, and you can see that adds a new Lobing tab. And what Lobing is, is how various natural plants work. So we have these parallel branching for the Pinnate mode, and with that let's add a leaf on the end and increase the stem length. So you can see you can get these really cool natural plants. And we have variations for angles and twisting, and size variations and biasing, so you can really control all the individual leaves. The other mode we have in here is Palmate, which like the veins creates a fan. So with that I can drop this angle down, we'll lower the stem length because we don't need it that large, and also we can adjust the stem profile just so it blends in better. And then with the size bias, we can control the size around the fan. So if we add a point in the middle of our spline, that's effectively the center leaf, and the two end ones are the two end leaves. So if we select these, drag them down, you can see we can control the scale of those. So you can see really quickly and really easily you can build these really nice detailed leaf systems, all part of the new Taio that we're working on.
B
Bob50:13
So now I'm just going to jump in for a second, Mike, whilst you move on to the next bit. Psy was asking in the chat actually about GPUs. So obviously the Nexus simulation that I was doing as part of the Grains one was obviously GPU, so I was asking what GPU it is. So this machine here is a powerful one, it is a 3080 Ti. Psy said he's still on a 1080 Ti — should he stick on the CPU till he gets a new one, or would it be better on the CPU?
M
Mike Batchelor50:46
I mean I was working with a 1080 Ti for a long time, and the only thing you're really constrained by is how much VRAM that card has, which doesn't have as much. So you can't simulate as huge scenes, but the scene that we set up in today's stream of this granular solve, you would absolutely be able to simulate that on a 1080 Ti. It wouldn't be as quick, but you'd be able to do it without any problems at all.
B
Bob51:11
Yep, definitely.
M
Mike Batchelor51:15
Okay, so that's the Plant and then Leaf, and some of the insights into what we've been working on. Let's now add a flower. So we're going to turn off the Leaf, go to Insydium Taio and add a Taio Flower. Now the Flower object you can see is already pre-built — it comes in with all these options and layers already made for you, just so you've got a starting point with the flower. I'm just going to change my UI so we can see the Hibiscus that we're going to build, and let's get started at having a go at building this. So looking at this flower, we don't need the sepals. Now the sepals are these leaves on the bottom which grow out from the receptacle, and they would be — when you're doing a flower that's budding, you'd use the sepals as the bud. But we don't need those, so we can take those out. For now we'll hide our stamen and we'll focus on the petals. So with the petals, we only need five — obviously the Hibiscus has five petals, so we change the count to five. And one more thing before I do work on the petals is I'll change the radius of the receptacle and pistil. So we'll set those to one width, and I'll just set the height of the pistil to 0.5 and do the receptacle, set that to one as well. Okay, so that's good. Now we can focus on these petals. So we'll go to the Petal layer, and we'll go back to the Geometry tab, and we want more geometry because we want to get it quite detailed, as this would be a hero flower. So let's go to 20 in the width and again 40 in the length, so we've got lots of resolution to play with. Where you can increase the width, drop the length slightly, make the width slightly larger. Now there's a bit of intersection here, and we'll come back to that and we'll fix it. So that's set up now. If we go into the Modifiers, there's already some preset ones in there. Well, we're going to remove those because we want to work on them from scratch, so take those out. And I'm going to set the orientation to about 60 percent so that we've got that initial flowing up from the receptacle. As you can see, they come up and then they fall down. So what we want to do is we want to fold the base of these petals around the receptacle. We'll go into the modifiers and we'll add a Fold. So with that, we'll do our trick of setting the curve, and we'll just aim this tangent down here, and we'll increase the curve. So you can see we can get that really nice folding. That's good, but we don't want it on the top of the petals, so with the bias we'll just drop this down so it's just the base that's folding around the receptacles. Okay, that looks good. And now we just want to add some Furling. So we'll add a Furling layer and drop this down, and drop the bias right down. You can see quite easily we're already getting that really nice profile. One last modifier — we'll just get some Turbulence in there. Now I can drag the vertical scaling down, which has been added to the Insydium lists, and that will work all the way back to R19, which is nice.
B
Bob54:43
Good workflow feature, having that ability so you can make it bigger to view more of the stack.
M
Mike Batchelor54:49
Oh great, you can have it whatever size you like, which is really good. All right, let's get some Turbulence in there, and I'll just drop the scale slightly. Okay, so I'm happy with those except for the intersection. So what we'll do — go to Orientation and just simply increase the strength of the twist until they're away from each other. Okay, I'm just going to drop in some materials as I'm working on this. So we'll go to the materials, drag in a Petal Flower. Okay, looking good, except that it's now pulled away from the actual pistil. So we'll just go to the Main tab — we have our radius, which is the radius away from the center. Drop that down a few notches, something like that looks good. Okay, I'm happy with that. And I'll drop a quick material onto the pistil as well. We're working just to make it look good in this one. I want to switch the view. Okay, so now it's time to start working on the stamen. Now stamen — for anyone who remembers, in the current version of Taio, is just the stamen. You have one option: the count and the way it distributes. Now you can have multiple stamen. Not only that, you can have stamen on stamen, so you have way more control. So with that, let's go in and have a look at how to do it. So set this to one, and we're going to turn off the Fit to Pistil because that's just giving us an angle based on the normal of the pistil, and we don't want that. So turn that off, and it's coming straight out. Go to the Geometry tab, and we're going to increase the size — something like, let's go to three. Okay, looks good. Now we don't need all these knots, so I'm going to delete these two knots out of the profile, like that. And we'll bring the end up. Now we need a lot more geometry, so let's just add more geo into the length and the height and width segments. Okay, so I'm going to add a little point in here just so I can create a slightly bulbous end, like that. That looks good, happy with that. Let's drop our material on there. Okay, so that's the main stem coming out, and we're just going to give it a bit of a wave. So we'll add in a Turbulence, increase strength and lower the scale. Okay, that's good, happy with that. Actually let's lower that scale a bit more. Cool, there you go — that looks quite close to that. So the next thing I'm going to do is we're going to focus on these five stamen at the tip. So we'll go in here, and with the stamen selected in the layers, simply select Stamen again from the Add Parts, and you can see it creates it as a child. If we look around, you can see we have little stamen and they're parented to the main one that we've added. So we can get a bit more control — let's increase the size, and we'll give them a material so we can see what we're doing. Back to the geometry, and again we're going to add more geo to add more detail.
B
Bob58:26
Mike, are you able to just open up the Material Manager — the Petal material that you've got? We've just got a question from Thomas asking how did you get the gradation from white to red.
M
Mike Batchelor58:41
It's just a gradient in the Color channel.
B
Bob58:45
Yep, and that's set to V in the 2D — so that goes along the length of the normal, the UV, and you get that nice wiggliness from the turbulence.
M
Mike Batchelor58:56
Yeah, okay, so that's a very simple one, but getting that 2D V — that's the key to getting it mapped correctly once it goes onto the petal. Yes, but you can also adjust that inside of the materials — you have all the mapping here. If you're bringing in a live texture from a photograph or something and you need to assign it that way, that's fully possible. There's also a normal map in here just for some detail. Okay, back to these little tip guys. So we're going to go to the Main tab and we're going to change the distribution of these new stamen to Radial. And what we want to do is we want five, so we're going to do a count of five and a ring count of five. And what that's done is created this ring of five stamen. Now we can position those with the Distribution slider — bring them all the way out to the top. And whoops, I'm just going to make this slightly wider, like so. And let's give them a little bit of length, scale them up a bit so we can really see them. They can add a bit of variation as well just so they're not all exactly the same. Okay, so that looks good. And we can go back to the Main tab and we have an angle slider as well, so we can angle those up. And then with our modifiers, we'll just add a Furling layer just to give them a nice natural curve. Okay, so there's one last layer of stamen to add to that, and that is the pollen ones. So select our main stamen stem, add another stamen layer. We'll increase their size. Let's just put a material on them. And we'll go back to the Geometry — again, we'll give them a bit more detail, size variation. And we'll go to the Main tab and we're going to change this mode to Spiral, which is the Fibonacci helix. And we'll increase the count. And then we'll simply adjust their position — so I'm going to move this point and add another one so they're slightly off the tip. Add a point here, and we'll bring this one down — this is the one that's going to drag them up the length of the main stamen. Something like this looks good. We'll put some angle on there. And with the angle we have a bias spline as well, so we can drop some of the lower ones. And then we will scale the lower ones down as well. Now I think they're a bit too large at the tip, so we can drop this down like that. That's good, happy with that. Might move them slightly down a bit. Okay, that's good. Now there's one last thing I want to do, and that is make them a bit more scraggly looking. So we'll go to our modifiers and we'll add a Displacer. So with that, we'll add a noise, which makes them go really crazy, but we can just drop the strength and you can see really easily we've got this really nice little gnarly detail in there. So there you go — with fairly minimal ease we've built this really cool procedural Hibiscus flower with some of the new tools we're working on inside of Taio. So back to Bob.
B
Bob1:02:34
Amazing. Some awesome stuff there to make workflow easier but also added functionality as well, which is pretty cool. Jeffries just said in the chat, 'Man, I could use this on a project right now.' It's always the case. Thanks for all the comments. A few people are saying they're really enjoying the Top Tip Tuesday. And I didn't mean to say — actually, if you've got any ideas or requests of tutorial training stuff that you really want some information about, whether it's for a Top Tip short one or for a much more longer form one, obviously we'd love to hear from you. It helps me decide what training goes out and what we make. So obviously mention what you would like in the comments, and that'll be cool. And the same goes for the technical breakdown training as well — as part of these live streams, if you've got an idea then please do get in contact. I've also seen one from Motion Punk talking about the Turbulence layer — you don't need to do that because you can use the noises inside of the Displacement layer and then you've got full control over exactly what you want and what direction.
M
Mike Batchelor1:03:39
Oh yeah.
B
Bob1:03:40
So I'm just going to jump back into your Cinema 4D screen, Mike. So Motion Punk was saying, if you could you just go to — what, any of those plants or the flowers? So Motion Punk was saying in the Turbulence layer modifier, would it be possible to separate out the X, Y, and Z so you can scale them individually? And you're saying actually you can just do the same thing with the Displacement layer.
M
Mike Batchelor1:04:04
Yeah. So let's just get rid of this normal map for now, set that to zero, and we'll go to the Flower Petal and we'll turn off the Turbulence. Then we can add a Displacement layer. A Displacement layer takes in any shader or any texture, so you can create a noise on there which is similar to the Turbulence layer, except you've got all that control. So you can adjust the movement and create it in any direction you want. So you've got all that control — I'm using the wrong thing here — Relative Scale, like that. So then you can do exactly what he was asking there.
B
Bob1:04:44
Yeah, awesome. Okay, so if you've got any questions — we said this at the beginning — that are much more kind of specific to you as a user, you need help with licensing or subscription or maintenance or a customer support question, then please do go to the Insydium website and our team obviously will be there ready to help out and get any of that sorted for you. So that's it — we've come to the end of our first live stream. It has been fantastic to hang out with you guys. Thanks very much indeed, thanks everybody in the chat, really good to see you and to answer those questions, and to the champ John Bosley who has been moderating for us and getting that sorted. So keep an eye out on our social media channels and we'll obviously let you know when the next live stream is going to happen. We'll give you loads of notice for that, so it'd be great to have us with you. And in the meantime, just carry on, carry on. See you later, bye.
M
Mike Batchelor1:05:56
Thank you.