Procedural Plant Generation With Unity
Published 5/2023
MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz
Language: English | Size: 5.29 GB | Duration: 10h 43m
Published 5/2023
MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz
Language: English | Size: 5.29 GB | Duration: 10h 43m
Discover LSystem, SpaceColonization and Drawing Approach to create Procedural Plant Meshes on Unity in 2D and 3D.
What you'll learn
Learn How to Think About Procedural Mesh Generation with Mathematics
Learn How to Create Meshes in Unity for Plant Generation
Learn How to Make Basic Animations for our Generated Plants
Learn Logic of the Main Algorithms for Procedural Plant Generation
A Complete Project mixing LSystem, Space Colonization and Semi-Procedural approach
Create 2D and 3D Procedurally Generated Plants
Requirements
Basic Knowledge of Programming in Unity
Basic Knowledge of High School Mathematics
Description
Welcome to the Procedural Plant Generation course!In this course, we will explore the fascinating world of procedural generation of plants. Plants are complex natural structures that have always been a source of inspiration for artists, architects, and scientists. With the development of procedural generation algorithms, we can now create realistic, fantastic and diverse plant structures in a fraction of the time it would take to manually model them.The course is divided into four main parts. First, I will quickly introduce this course, my pedagogy, and we will cover the latest scientific research on procedural plant generation, the advantages and drawbacks of procedural generation inside videogames and the project that will structure this course.In the second part, we will explain the theoretical approach behind procedural mesh generation. We will see the basic theory to understand how to create procedural plant with coordinate systems, vectors and some mathematics calculations.The third part is subdivided respectfully into 3 parts corresponding to theses algorithms: Space Colonization with Animation System, LSystem & Semi-Procedural approach. It's the heart of this course. We will see how to generate for these 3 algorithms a plant global form with Catmull-Rom Spline and also how to animate it smoothly.The last part will show how to integrate external assets inside LSystem Plant Generation to create a basic timelapse.It is important to note that this course DOES NOT COVER topics such as : Procedural Terrain GenerationSpecific Flower / Tree / Plant Species Generation & AnimationProcedural Generation of Specific Parts of Flower / Tree / Plant like Leaves / Petals / Buds / Fruits etc.However, you will understand and learn the essential skills to create meshes looking like plants, from a coding perspective and how to integrate asset resources (3D models & 2D sprites) on it to enhance your creations.Lastly, I want to emphasize that all the assets used in the projects are free to be used, as long as the creators are cited and all conditions of their respective license are filled. I really want to encourage the use of free resources and the support of talented creators.Whether you are an artist, a (game) developer, or a computer graphics enthusiast, this course will provide you with the knowledge and tools to create your own procedurally generated plants. By the end of this course, you will have a solid understanding of the theory and practice of procedural plant generation, and you will be able to create your own complex plant structures, realistic or on the contrary completely unreal. Let's get started!
Overview
Section 1: Introduction
Lecture 1 Introduction
Lecture 2 [Theory] Scientific Research - Objectives
Lecture 3 [Theory] Scientific Research - Complexity
Lecture 4 [Theory] Videogame and Procedural Generation
Lecture 5 [Theory] Plant Algorithms Classification
Lecture 6 [Theory] Projects & Useful Links
Section 2: Mesh Generation Fundamentals
Lecture 7 [Theory] Introduction to Mesh
Lecture 8 [Theory] Coordinate Systems Introduction
Lecture 9 [Theory] Focus on Polar Coordinate System
Lecture 10 [Theory] Vectors
Lecture 11 [Theory] Vector Addition
Lecture 12 [Theory] Vector Scalar Multiplication
Lecture 13 [Theory] Vector Dot Product
Lecture 14 [Theory] Vector Cross Product
Lecture 15 [Theory] Branch Mesh Component - Cone / Cylinder
Lecture 16 [Theory] Normals
Lecture 17 [Theory] UVs
Section 3: Space Colonization & Animation System
Lecture 18 Project Setup
Lecture 19 DebugManager Setup
Lecture 20 [Theory] Space Colonization Algorithm
Lecture 21 Space Colonization Algorithm - Attractors
Lecture 22 [Theory] Common Classes
Lecture 23 BranchPart Class
Lecture 24 Visual Generator
Lecture 25 [Theory] Branch Mesh Construction
Lecture 26 Branch Mesh Construction - Bottom
Lecture 27 Branch Mesh Construction - Handle Small Memory Leak
Lecture 28 Branch Mesh Construction - Bottom Optimization
Lecture 29 Branch Mesh Construction - Top
Lecture 30 Branch Mesh Construction - Sides
Lecture 31 Space Colonization Algorithm - Propagation
Lecture 32 Space Colonization Algorithm - Construction
Lecture 33 Integration - Material on Branch
Lecture 34 Testing - Various Parameters
Lecture 35 Link Space Colonization & Visual Generator
Lecture 36 Spline Branch Class
Lecture 37 Branch Part & Game Object
Lecture 38 Branch Generation Step-By-Step
Lecture 39 [Theory] CatmullRom Spline
Lecture 40 Catmull-Rom Spline Class
Lecture 41 Link SplineBranch & Catmull-Rom Spline
Lecture 42 [Theory] Mesh Optimization
Lecture 43 Branch Mesh Optimization - Top
Lecture 44 Branch Mesh Optimization - Bottom
Lecture 45 Branch Mesh Optimization - Smooth
Lecture 46 Plant Animation By Basic Interpolation
Lecture 47 Mesh using Spline Points
Lecture 48 Control Branch Radius
Lecture 49 Plant Animation - Growth Effect
Lecture 50 Plant Animation - Growth Effect Branch After Branch
Lecture 51 Plant Animation - Growth By Proportion
Lecture 52 Improve Branch Radius
Lecture 53 Plant Animation - Randomness
Lecture 54 Control Branch Length
Lecture 55 Plant Animation - Smooth Growth Effect
Lecture 56 Plant Modification
Lecture 57 Plant Modification - Follow Spline Points Movements
Lecture 58 [Theory] Growing & Senescence
Lecture 59 Plant Animation - Animate Growth
Lecture 60 Plant Animation - Elasticity
Lecture 61 Plant Animation - Senescence
Section 4: LSystem
Lecture 62 [Theory] LSystem
Lecture 63 LSystem Setup
Lecture 64 LSystem Rules
Lecture 65 LSystem Branch Part
Lecture 66 Link LSystem & SplineBranch
Lecture 67 LSystem Reading Direct BranchPart
Lecture 68 Reproduce Famous Forms
Lecture 69 Improve LSystem
Section 5: Semi-Procedural Approach
Lecture 70 [Theory] Semi-Procedural Algorithm
Lecture 71 Semi-Procedural Algorithm - Setup
Lecture 72 PlantDrawer Class - States
Lecture 73 PlantDrawer Class - Screen
Lecture 74 Link PlantDrawer & BranchPart
Lecture 75 Draw Mesh
Section 6: Plant & Branch Components Integration
Lecture 76 Assets
Lecture 77 [Theory] UV Mapping
Lecture 78 UVs
Lecture 79 2D Plants with LineRenderer
Lecture 80 LineRenderer in Plant Algorithms
Lecture 81 [Theory] Leaf Mesh Construction
Lecture 82 Leaf Mesh Drawer
Lecture 83 Leaf Mesh Builder
Lecture 84 [Theory] External Assets
Lecture 85 Shape Class
Lecture 86 External Assets Setup
Lecture 87 LSystem & Shape
Lecture 88 Shape Animation - Randomness
Lecture 89 [Theory] Camera & Rendering for Timelapse Effect
Lecture 90 [Theory] Conclusion
Curious Learners for Plant Mesh Generation,Unity Developers Curious About Mesh Construction,Plant Timelapse Addicts