Fenric's Ivy Generator
Don't see many people using this port. Probably people have forgotten about it.
It's a great little tool.
It's available on sharecg http://www.sharecg.com/v/44242/Software-and-Tools/Ivy-Generator-For-Carrara
I didn'tt realise it had been updated.
Here's Fenric's notes from his read me
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Ivy Generator Plugin
Copyright (c) 2010, Thomas T. Stocksdale (Fenric)
Questions? Come visit the Carrara forum at http://forum.daz3d.com
Based on:
An Ivy Generator
Copyright (c) 2007 Thomas Luft.
All rights reserved.
[email protected]
Q: What is it?
A: It is a scene command plugin that grows an ivy-like plant on an object. It includes shaders.
Q: How does it work?
A:
1. Set your scene options to display three decimal places (yes, really).
2. Pick an object with renderable geometry
3. Move the Hot Point of the object to the place where you want the ivy to start
4. Choose "Generate Ivy".
5. Review and adjust the ivy settings, click OK
6. Watch progress bars
7. Adjust scale and position if needed (it should be close).
Note: The model is automatically a vertex model. It is no longer necessary to convert.
Q: What sorts of objects will it work on
A:
- primitives
- splines
- metaballs
- vertex objects
- terrain (but not very well)
- trees
Q: What sorts of objects will it NOT work on
A: (Seriously... don't do it - these crash Carrara)
- fire
- clouds
- ocean
- fog
- lights
- cameras
- target helpers
Q: Does it animate?
A: No
Q: I mean: can you animate the ivy growing?
A: No
Q: Can I go back to an object later and grow the ivy more?
A: No
Q: Can I have a description of what the ivy settings do?
Ivy Base Size = Ivy Base Size
Ivy Leaf Base S. = Ivy Leaf Base Size
Ivy Branch Bas. = Ivy Branch Base Size
Max Branch Flo. = Max Branch Float Length
Max Branch Ad. = Max Branch Adhesion Distance
Primary Growth. = Primary Growth Weight
Random Growt. = Random Growth Weight
Gravity Weight = Gravity Weight
Adhesion Weig. = Adhesion Weight
Branch Prune P. = Branch Prune Percentage
Leaf Prune Per. = Leaf Prune Percentage
Number of grow. = Number of Growth Cycles
Leaf Density M. = Leaf Density Multiplier
Use Poser = Use Poser Scaling
Ivy Base Size
The size of the item is multiplied by this number to come up with a sphere that determines the maximum size the ivy will ever grow to. Set it to a smaller number to make the ivy stick closer to the object. Set it to a larger number to make ivy that wanders.
Ivy Leaf Base Size
An abstract number determining the size of a leaf. Smaller is... smaller.
Ivy Branch Base Size
An abstract number determining the thickness of a branch. Smaller is... smaller.
Max Branch Float Length
The longest a branch is allowed to grow without touching the base object.
Max Branch Adhesion Distance
The longest a branch is allowed to grow WHILE touching the base object.
Primary Growth Weight
How much does the "direction the ivy should grow" influence the direction that it actually does grow.
Random Growth Weight
How much does pure randomness influence the direction that the ivy actually does grow.
Gravity Weight
How much does gravity influence the direction that the ivy grows. This only affects "floating" branches (That is, branches that are not touching the base object)
Adhesion Weight
How much does the ivy try to stick to the surface of the base object.
Branch Prune Percentage
Every growth cycle, EVERY node is a candidate for branching. This is not something you really want. This is the number of branches that DO NOT HAPPEN. Generally, this will be very very close to 1.
Leaf Prune Percentage
During leaf generation, every node that is available for leaves may get one. This is the percentage of nodes that will NOT get a leaf. Generally, this will still be very close to 1, but not as close as the branch prune.
Number of Growth Cycles
The number of times that the ivy growing algorith should run. The more there are, the longer it will take and the bigger the ivy plant will be.
Leaf Density Multiplier
How many leaves will each node that is selected to have leaves actually get.
Use Poser Scaling
Carrara uses several different internal scales. Native items (primitives, metaballs, splines, and vertex models made with Carrara) should leave this UNCHECKED. Items imported from Poser, TERRAINS, AND TREES should have this box checked.
Comments
I do sometimes but I delete the leaves and just use the vines and use a surface replicator with a polygonal leaf/s
yes it needs a clean up - just using it on some carrara trees at the moment - very intersting :)
Thanks for showing where this was, HW. I had figured that I was too late to get it.
Much admire your ferns!
...as for the original
every damn DAZ PA uses it on their sets
it's an ivy jungle out there
ivy monsters great sff scare
Interesting, it turns out that I downloaded it years ago, and promptly forgot about it, likely because it was too intimidating. Lots of questions, even today.
I put the files in the extensions folder. Pretty sure I did that correctly. From there, it gets foggy.
Where is this done at?
Don't know how to do this either.
Choose from where?
click for biga picture
Thanks Stezza, found everything. Now I have to push buttons, and more questions will likely follow. :)
Also thanks for the pics you posted years ago which illustrated how to spin a propeller with the spin modifier.
Carrara seems endless sometimes.
Incredible plugin!
Kudos to HW for pointing it out - again.
pleasure - worth dowlnaoding again to see if you have the uptodate version
I actually use the original standalone ivy generator more though
I did that before installing, thanks.
+1