Procedural Plant Generation with Unity
Procedural Plant Generation with Unity, available at $74.99, has an average rating of 4.07, with 90 lectures, based on 7 reviews, and has 67 subscribers.
You will learn about 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 This course is ideal for individuals who are Curious Learners for Plant Mesh Generation or Unity Developers Curious About Mesh Construction or Plant Timelapse Addicts It is particularly useful for Curious Learners for Plant Mesh Generation or Unity Developers Curious About Mesh Construction or Plant Timelapse Addicts.
Enroll now: Procedural Plant Generation with Unity
Summary
Title: Procedural Plant Generation with Unity
Price: $74.99
Average Rating: 4.07
Number of Lectures: 90
Number of Published Lectures: 90
Number of Curriculum Items: 90
Number of Published Curriculum Objects: 90
Original Price: $79.99
Quality Status: approved
Status: Live
What You Will 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
Who Should Attend
- Curious Learners for Plant Mesh Generation
- Unity Developers Curious About Mesh Construction
- Plant Timelapse Addicts
Target Audiences
- Curious Learners for Plant Mesh Generation
- Unity Developers Curious About Mesh Construction
- Plant Timelapse Addicts
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 Generation
-
Specific Flower / Tree / Plant Species Generation & Animation
-
Procedural 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!
Course Curriculum
Chapter 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
Chapter 2: Mesh Generation Fundamentals
Lecture 1: [Theory] Introduction to Mesh
Lecture 2: [Theory] Coordinate Systems Introduction
Lecture 3: [Theory] Focus on Polar Coordinate System
Lecture 4: [Theory] Vectors
Lecture 5: [Theory] Vector Addition
Lecture 6: [Theory] Vector Scalar Multiplication
Lecture 7: [Theory] Vector Dot Product
Lecture 8: [Theory] Vector Cross Product
Lecture 9: [Theory] Branch Mesh Component – Cone / Cylinder
Lecture 10: [Theory] Normals
Lecture 11: [Theory] UVs
Chapter 3: Space Colonization & Animation System
Lecture 1: Project Setup
Lecture 2: DebugManager Setup
Lecture 3: [Theory] Space Colonization Algorithm
Lecture 4: Space Colonization Algorithm – Attractors
Lecture 5: [Theory] Common Classes
Lecture 6: BranchPart Class
Lecture 7: Visual Generator
Lecture 8: [Theory] Branch Mesh Construction
Lecture 9: Branch Mesh Construction – Bottom
Lecture 10: Branch Mesh Construction – Handle Small Memory Leak
Lecture 11: Branch Mesh Construction – Bottom Optimization
Lecture 12: Branch Mesh Construction – Top
Lecture 13: Branch Mesh Construction – Sides
Lecture 14: Space Colonization Algorithm – Propagation
Lecture 15: Space Colonization Algorithm – Construction
Lecture 16: Integration – Material on Branch
Lecture 17: Testing – Various Parameters
Lecture 18: Link Space Colonization & Visual Generator
Lecture 19: Spline Branch Class
Lecture 20: Branch Part & Game Object
Lecture 21: Branch Generation Step-By-Step
Lecture 22: [Theory] CatmullRom Spline
Lecture 23: Catmull-Rom Spline Class
Lecture 24: Link SplineBranch & Catmull-Rom Spline
Lecture 25: [Theory] Mesh Optimization
Lecture 26: Branch Mesh Optimization – Top
Lecture 27: Branch Mesh Optimization – Bottom
Lecture 28: Branch Mesh Optimization – Smooth
Lecture 29: Plant Animation By Basic Interpolation
Lecture 30: Mesh using Spline Points
Lecture 31: Control Branch Radius
Lecture 32: Plant Animation – Growth Effect
Lecture 33: Plant Animation – Growth Effect Branch After Branch
Lecture 34: Plant Animation – Growth By Proportion
Lecture 35: Improve Branch Radius
Lecture 36: Plant Animation – Randomness
Lecture 37: Control Branch Length
Lecture 38: Plant Animation – Smooth Growth Effect
Lecture 39: Plant Modification
Lecture 40: Plant Modification – Follow Spline Points Movements
Lecture 41: [Theory] Growing & Senescence
Lecture 42: Plant Animation – Animate Growth
Lecture 43: Plant Animation – Elasticity
Lecture 44: Plant Animation – Senescence
Chapter 4: LSystem
Lecture 1: [Theory] LSystem
Lecture 2: LSystem Setup
Lecture 3: LSystem Rules
Lecture 4: LSystem Branch Part
Lecture 5: Link LSystem & SplineBranch
Lecture 6: LSystem Reading Direct BranchPart
Lecture 7: Reproduce Famous Forms
Lecture 8: Improve LSystem
Chapter 5: Semi-Procedural Approach
Lecture 1: [Theory] Semi-Procedural Algorithm
Lecture 2: Semi-Procedural Algorithm – Setup
Lecture 3: PlantDrawer Class – States
Lecture 4: PlantDrawer Class – Screen
Lecture 5: Link PlantDrawer & BranchPart
Lecture 6: Draw Mesh
Chapter 6: Plant & Branch Components Integration
Lecture 1: Assets
Lecture 2: [Theory] UV Mapping
Lecture 3: UVs
Lecture 4: 2D Plants with LineRenderer
Lecture 5: LineRenderer in Plant Algorithms
Lecture 6: [Extra] [Theory] Leaf Mesh Construction
Lecture 7: [Extra] Leaf Mesh Drawer
Lecture 8: [Extra] Leaf Mesh Builder
Lecture 9: [Theory] External Assets
Lecture 10: Shape Class
Lecture 11: External Assets Setup
Lecture 12: Shape Animation – Link Visual Generator & Shape
Lecture 13: Shape Animation – Randomness
Lecture 14: [Theory] Camera & Rendering for Timelapse Effect
Lecture 15: [Theory] Conclusion
Instructors
-
Pierre Billaud
Designer of interactive experiences
Rating Distribution
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- 2 stars: 1 votes
- 3 stars: 1 votes
- 4 stars: 3 votes
- 5 stars: 2 votes
Frequently Asked Questions
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