#How to make 'em leaves blow

1 messages · Page 1 of 1 (latest)

vestal monolith
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So i got myself some fine tree models (ignore Asbjørn in the background, he is just chilling). And the leaves are well yea... one with the tree. The tree and the leaves and the branches are one mesh for each tree. Now im wondering, what is an efficient way to make these leaves blow just a bit, just to react with the wind i will add in one of my shots? I know that there is one way to add in a cloud texture that affects the leaves using a empty, but that seems a bit weird. Any recommendations?

sleek phoenix
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Could probably do something with geometry nodes. Map a noise texture to displace each vertex, then slowly move that noise texture in the direction of the wind. You could remap the noise to a +1, -1 to get movement in both directions. Use more noise textures for X and Y, too.

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Actually you only need one noise texture

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the "color" output can be remapped to an XYZ

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As
R -> X
G -> Y
B -> Z

vestal monolith
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alright, interesting. So were do i exactly start?

sleek phoenix
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With a geometry nodes tutorial

vestal monolith
# sleek phoenix With a geometry nodes tutorial

now ive seen tutorials on how to simulate wind by for example: using a noise modifier on the Random Value keyframes for rotation in the graph editor to make (in this case) plants and trees move around. But i havent really seen any tutorials on how to actually make leaves react to wind using Geometry nodes. The reason why i want a wind force-field is that i have other stuff in my scene that is supposed to get interacted by wind, like plants, and banners

sleek phoenix
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Well, I'm pretty certain you can't get wind to work on a static object. That's why I was suggesting a displacement, it requires no simulation as you can animate the movement of a noise texture.

A force-field does exactly that: add a force field. Now, forces require two things to work: Something to move in, and time. Blender does the former automatically. The latter doesn't exist outside of simulations.

So, you'd need some sort of simulation for this to work correctly. As the leaves are already applied, and are already "done" - so to speak - then you can't use a hair particle system, like I would otherwise suggest. If you really want to simulate this, I'd suggest a cloth simulation. You'd need to pin certain vertices and play with a bunch of settings, but I think you could get it to work.

I'm really not sure if that's something that'll be worth it. You can get a pretty close result just by using the same method you described. Make sure the forces "look" to match, and you'll be alright. Not everything needs to interact with each other.