6:30
Experimenting with collision tracking and leaf generation
Jonas Mølgaard
7:12
Playing with recursive functions and Splinemeshes
14:22
Playing around with L-Systems and Splinemeshes
24:18
Part1 - Basic L-System in UE4
27:30
Part2 - Visualizing the L System
21:09
Part3 - Adding SplineMeshes
22:09
Part4 - Scale adjustments and turning the tree into 3d
21:53
Part5 - Starting over with a different algorithm
20:03
Part6 - First part of Generate Branch
15:56
Part7 - Second part of Generate Branch
24:17
Part8 - Adding the SplineMeshes again
24:39
Part9 - Adding simple Collision Detection
22:03
Part10 - Rewriting the WidthLogic
22:13
Part11 - Adding leaves and making a twig in 3dsmax + MegaScans
33:17
Part12 - Adding some textures and checking polycount
4:59
Quick look at Spline thicken
36:18
Part13 - Improvements to leaves and SSS material + normal fixes
27:29
Part14 - Turning the tree into a vine
31:32
Part15 - Adding messy selfintersection logic
23:28
Part16 - Rewriting some collision logic to avoid snapping to surface
28:52
Part17 - Bugfixing collision and width logic
33:38
Part18 - Triangle optimization using Spline Thicken
15:48
Part19 - Preparations to make branch sway
33:58
Part20 - Sine branch sway for trees
23:57
Part21 - Material Parameter collection and use as Foliage plus closing notes
5:38
Treewind interaction inspirred by the helicopter from Farcry4