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To avoid intersection between particles you should keep an eye on this related question. it depends on what your project's workflow is. Then duplicate the vertex group (Copy vertex grup from the menue), Invert the weight, paint some 0 weight areas (where you don't want anty tree) and rename the vertex group to Pines 20%.Īssign to each particle system the appropriate vertex weight group and you'll have a two-tree-type forest:Īpart from vertex weight, you can mask the two particles system even with textures, or splitting the surface in many different objects. Go to weight paint, create a new vertex group layers and start paining red the places where the Pines (90%) will be. Now add a second particle system, this time made by 20% Pines and 80% Betullaes:
#BLENDER TREES FULL#
To get full control, you can use the Count option instead which would let you choose in wich proportion each tree type is present in the forestĪbove you can see a fores made by 90% of pines and 10% of Betullae. The last mentioned option will pick a random object from the target group, resulting in an assorted forest. With Rotation (rotate your object towart the X axis as in the picture) and Pick random Now add a second particle system, this time made by 20 Pines and 80 Betullaes: Go to weight paint, create a new vertex group layers. Vue, if you really want to use professionally, costs a minimum. The result of Blender evolution is that now I'm using almost only Blender. But, with Cycles (which is a revolution) Blender is quickly reaching Blender in this resource. Above you can see a fores made by 90 of pines and 10 of Betullae. Vue also has an algorithm to create animated clouds and atmospheric effects. Render option set to Group (pointing to the previously created group) To get full control, you can use the Count option instead which would let you choose in wich proportion each tree type is present in the forest.Hair particles initial orientation on Global Z with random phase as well described in this answer to get trees pointin straight up and with some random rotation around the Z axis.Then add to your surface a particle system with these two characteristics: Let's start from creating a simple forest with two type of trees and only one particle system:Īfter modeling the tree types, you should assigning your sample trees objects to a group (select and Ctrl+ G): To avoid interaction between two particle system you should somehow mask their density in a complementary way, so where one is the other isn't.