If anyone has problems, like I've had, with the generator glitching out with non-default settings, make sure that the object you grow the ivy on has all its transforms applied. It solved the problems for me. (Thanks for the tutorial!)
This was a great set of tips that most people don't get into when dealing with the Ivy Gen addon. Good stuff. It feels confusing at first, but as per usual, once you do it a few times, things get more clear. Thank you sir!
Thanks for this, it was a useful primer. I found that, on very large objects with surfaces 10m or larger, it was hard to persuade the ivy generator to do what I wanted. The work-around I used went something like this: 1. Temporarily scale the base object down to, roughly, the range at which the ivy generator is comfortable, say 1m or so. 2. The generator is a joy to work with in this range, so let rip with the settings. 3. Scale both base object and the new ivy curve (or mesh if/when you convert it) up to the object's original size. Hey presto, those giant vines you wanted!
Really well explained :) F9 to re-open a context box and also if you don't want to see the leaves emitter, uncheck "show emitter" in both render and viewport display tab. If you have heavy particle system, decrease the viewport display count so you don't lag :)
IMPORTANT: The 3D cursor should be located where you want the ivy to grow from. If you're ivy looks weird or too small and isn't reacting to any modifications, this is why.
Thank you for the tutorial - Ive managed to complete this process on 2.8 . I got stuck at the UV section - but incase anyone is a noob like me, when the tutor says "Run UVs" he is referring to selecting all the objects and creating a UV Map before applying the average and packing. As per a previous commenter on here - in 2.8 make sure you disable the particle emitter in the view port as well to see the render preview properly! Thanks again BlenderKit :)
You can disable the particle emitter in the viewport in 2.80, this is not a bug but a different setting. Just got to the setting below, the viewport display and disable the emitter object for the viewport only (not for the render) there. Cheers!
thanks for the great add-on and the tutorial ! love blenderkit however when i am using the ivygen and the particle system for the leaves, my leaves appear very small and not as the size i need them, is there a way to change their size?
omg THANK YOU because this transparent materila method causes very black ivy leaves thus forcing the reflection to be higher for transparency, which results in a much longer render time
So, you have to duplicate your architecture and join it as one mesh to work? what if your building has 2,000,000 polys? Maybe just duplicate the one corner instead where you want ivy? Too bad it's not smart enough to know how to jump to an adjacent mesh. thx for the explanation!!!
@blenderkit O k. I think I saw tutorial by this one. Guy where the ivy actually could stretch across space and cling to another object. I think I need to find that video again and see what kind of Ivy generator he was using. I haven't Really tried working with Ivy yet.
Man, you are right. Thanks for learning me something new again. How come I didn't know about this (Iuse F9 all the time, but never knew you can call it after selection steps)
@@blenderkit Hey I learned that it does not work all the time but just in case, give it a try first before deleting everything and starting over. Your tutorial is awesome!!
Thank you for the tutorial. I followed the step but when I link the ivy leaf particle system, the leaves dont apply correctly like in your video. In your case, the leaves are in the right position, going down and with the stem of each leaf attached to the ivy branches. For me they go upward and seem to float in the air because the stem isn't attached to the branche. Could you please tell me what I'm doing wrong? Thx
Just tried and realized I have to flip normals (select all faces - mesh menu - normals - flip) for the system to work correctly. Seems there must have been an update in the Ivy add-on since I made this tutorial, thanks for asking this question - will update in subtitles at least.
This tutorial was really hard to follow. I wish there was more explanation of actually how to use the generator better, that wasn't explained clearly at all....
Sorry for that, it's really hard to make any tutorial videos, and we are constantly learning. Hope the next tutorial I manage to make will be better ;)
If you don't understand you can ask a question politely. There is no need to bash someone who make a such effort. I can follow the tutorial despite English is not my native language. And if the problem is his accent or pronunciation, you can turn on the subtitle.
Hello, I've managed to follow your tutorial with success, the ivy looks great. However I have a series of questions. Most importantly: the leaf textures disappear after I save and load the file again. How can I prevent this from happening? Additionally, this add-on only seems to work well if you have your object growing on a wall. On horizontal surfaces, or even if you just want hanging ivy, even playing with the gravity doesn't seem to produce very realistic results. Do you know if the add-on can do this, or should I look for another way?
Hi, To the textures - I'm not sure what can be happening, also during the making of the tutorial I'm pretty sure I saved and loaded quite many times. Regarding Ivy addon -it indeed has this problem. Crawling on flat surfaces or hanging down doesn't suit it very well. What helps a bit with the hanging part is I think the free growth lenght.
I had the same issue. I think the problem is when importing the object with the Ivy particle system the import method was set to link. When saving Blender cant find the link anymore. I resolved the issue by creating a new blender file and using "Append" as import method.
@@Cyrus1932 yes I too have had the same problem come up....is there another way to explain how you solved the issue, I tried the append method and I had no luck :(
@@Cyrus1932 i just used the addon for the vines and ended up doing the leaves manually as a particle system and it turned out great www.artstation.com/artwork/481Nok
The blenderkit ivy file just renders as a simple plane and the particle system doesn't seem to have any data on it. Is it broken in new blender versions?
Ahoj,dik, to me tesi. Je to kombinace - jedna kostka při zemi, kde je gradient textura aby to fadovalo nahoru a nebyla tam hranice multiplikace s cloud texturou. A smerem do zadu je to normalne mist pass zakomponovany v kompozitoru. (hm a youtube nedovoli postnout obrazek do commentu)
hey, after i do the ivy in IVYgen i cant use the blenderkit to add texture, it appears as a plane on the ground, how do i apply it to the branches and leaves?
Indeed, this setup is rather for renders. But you can probably take the setup and tweak it down, both on leaves and also the mesh generated by Ivy add-on ;)
this was asked 2 years ago but for anyone who is still interested: you can grow the branches first by adding a keyframe on the timeline. under the curve settings - "start & end mapping". start with a value of 0 to the "end" value, move cursor on timeline, add a new fame with a value of 1. THEN for the leaves, add a keyframe under the emitter settings - scale from 0 to whatever value you want. this will grow the leaves.
Well, the trick is with instancing in Blender. So for a Hedge, you'd probably want to generate a piece of the hedge, then convert the particle-leaves into meshes, and join all these together, to create a piece of the hedge, This one can then be instantiated with another particle system or a mesh with face instantiation. The know-how behind this is that moderate number of particles is ok, but e.g. milions won't render effectively, so you need bigger parts as instances/particles.
Hello mate, thanks for the tips I have a question , i wanna render my project in another render engine, do you know how to export properly an output material for it? thank you in advance
Hello, well everything in BlenderKit is standard Blender data, but it heavily uses the linking feature. So to edit materials, you should switch to append mode, that way you can re-define your materials. It's a question also what engine do you use, since each engine has a bit different integration.
Thanks for the fast answer, so basically, i've converted everything in a mesh data, without modifiers etc. My only problem is how to export maps to reapply on it after, I don't know very well the "append mode". I'm supposed to render it on Katana
@@vichtify This can be achieved by unpackin the data, you can read about packing/unpacking textures in Blender Manual. This basically exports the textures to subfolders , so you can link them to your renderer. First time I assumed you are using some renderer that is capable of taking the input directly from blender.
You should be able to finish this tutorial as completely free. in the material section, everything is free, - so you only need the particle setup, the material, and the add-on.
@@jackjones8 Yea so fun story I was looking up the ivy in the wrong place lol. It was a model not a material so I screwed up. I'm working on getting the ivy settings to work though im having trouble getting the right shape