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Procedural Plant Generation with Unity

  • Development
  • Dec 26, 2024
SynopsisProcedural Plant Generation with Unity, available at $74.99,...
Procedural Plant Generation with Unity  No.1

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

  • Procedural Plant Generation with Unity  No.2
    Pierre Billaud
    Designer of interactive experiences
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