Graphic PIZiadas

Graphic PIZiadas

My world is in..

3D Animation, Examples: Árbol de navidad [ Blogs experimental ] [ Blender ]

Arbol de Navidad

Let's see how to model with Blender is a small tree which has served to make the Christmas card presented in the first image.

Use a model similar to that used to create the Christmas tinsel, based on the concept of incorporating Blender hair.

The generated tree can be modified to create more complex structures and simulate a forest setting, although render times do not recommend this technique for this purpose.

The Christmas tree is a decorative tree, Typical Christmas Party.

Traditionally a conifer evergreen often used, including highlighting nordmanniana abies excelsa species and spruce.

Today also very popularized the use of plastic artificial trees and other synthetic materials. Garnish with Christmas items as field, lights, stars, ties, tinsel and other decorations. (W)

Tree branch

The idea of ​​repetition and scale have led to the following model of tree construction.

Fractal geometry provides us with application models in the windows world. The repetition of an item at different scales is known as self-similarity, or self-similar fractal shapes.

He has modeled for this purpose a single branch as a basis to construct the full tree.

By copying and transformation has been completing the set, using a small number of operations.

The design scheme has been directed not to include modeling complex actions, being able to use other more advanced techniques that produce results of higher visual quality.

In particular continue our study of filiform shapes used in an earlier example, the Christmas tinsel.

The branch has been constructed from a Bezier curve.

With the cursor in the 3D window will press the spacebar and select Add->Curve->Bezier Curve

The curve will be placed centered on the position in which the cursor is 3D.

We are interested in placing the object axis curved in one end for subsequently applying transforms easily, manipulating multiple objects simultaneously.

If we go into edit mode (Tab) and select all elements (to) We can move the geometry axes to match the end of the curve. We chose the curved end to place on the tree trunk.

To control the number of branches we can add an item “vacio” which will serve “father” branches in the hierarchical tree structure.

The organization of the elements allows selection or manipulation, later, in a more compact form.

To generate the filiform leaves from the branches we convert the curve to a mesh vertices (Alt+C.). A menu screen will offer us the opportunity to become “Mesh” curve (that we have selected).

The process described below is similar to that seen in the example of espumillón,

sistema particulasWith the selected object, go into edit mode to select objects particle systems generator and add a new one with the button “Add new“.

HairThe new drop down menu allows us to identify the nature of the particle system.

Select the option “Hair” that generates hair. A model is used for both “formas filiform”.

A new set of options to define the shape and direction of “by the” which form the leaves of the branches.

First change the source from which hairs born. Our branch does not have decades (Faces) having been defined by a curve. But we have changed the curve to a polygon mesh, so if we have vertices (Vertex). In the new menu displayed, in the area “Emit From” therefore indicate “Vertex“.

Normal parametersThe next step is to define the length and direction of eruption of hairs from the vertices of the curve (polygon mesh) forming the branch.

We can define a value of 0.030 for the variable “Normal“, affecting the main length of the sheets.

But we do not want all the leaves with one direction, add a random component setting a similar value in the variable “Random” located just below the previous

The presented model can complicate the geometry by adding new points to the curve, and editing their position to model the shape of the branch.

This editing process should be done before converting to polygon mesh.

The Bezier curve is handled with simple controls, while the polygon mesh vertices requires transforming all.

Can complicate the geometry of the branch more complex models to generate new segments simply adding thereto.

rama_6

Rama modified

Rama modified con hojas filiformas

Situate alongside the branch can generate a log from a simple cylinder.

By subdivision technique we saw for edit vertices, add sections to climb and we will move cylinder to complete the design of the trunk.

The upper end should have a smaller diameter than the lower. Displacement (translation) sections may be accompanied by a slight twist to give naturalness to the structure breaking the rigidity of the cylinder.

Before placing the remaining branches, we can assign textures to the trunk. Avoid unnecessary rendering times and we can optimize viewing.

Render branch material applied


The branches can be added through complex transformations, or simply copying and rotating one.

As we climbed up the trunk we can go climbing (reducing) branches sets, and that at the top are smaller.

Must fall slightly toward the base for simulating the weight thereof and achieve desired contour.

Render a set of branches

Feel like to make your own Christmas tree?

Blender Tutorial