Information Clause

In accordance with the art. 13 section 1 and 2 of the European Parliament and Council Regulation 2016/679 of the 27th April, 2016 on the protection of natural persons, with regard to the processing of personal data and on the free movement of such data, and repealing Directive 95/46/EC (General Data Protection Regulation), hereafter RODO, I hereby inform that:

1. EVERMOTION S.C., 8 Przędzalniana Str., 15-688 Białystok, Poland is the Administrator of your Personal Data (APD)

2. Data Protection Inspector can be reached through e-mail:

3. Your personal data are to be processed on the basis of art. 6 section 1 letter a, b and f of RODO in order to:
a) prepare, conclude and execute the agreement and for other purposes approved by you,
b) to execute the legitimate interest like marketing of products and the agreement, claim assertion or defence against claims resulting from the law regulations.

4. Entities entitled to the reception of your personal data may be the authorised public bodies; mail providers; providers of the services covered by the agreement; responsible for debt recovery, keeping the archives, document utilization, legal consulting, technical services, IT services and accountancy.

5. Your personal data shall not be transferred to the third country, nor to the international bodies.

6. Your personal data shall be processed within the period of the agreement and upon your additional consent until you withdraw it. APD shall keep the data for the period of any civil law claim execution connected with the agreement.

7. You have the right to demand an access to your personal data, to correct or to delete the data if there is no other basis for the processing or any other purpose of such processing or to limit the processing of the data, to transfer the data to another administrator and to raise objections to the further data processing if there is no legal basis for further processing and to withdraw any previous consent.

8. You provide the personal data voluntarily, however they are necessary to conclude the agreement. The refusal of providing such data may result in the refusal of the agreement conclusion.

9. You have the right to lodge a complaint to the Personal Data Protection Office when in your opinion the data processing violates the regulations of General Data Protection Regulation of the 27 April, 2016 (RODO).

10. Your data will be automatically processed, including the form of profiling.
11. You are obligated to forward above mentioned information to your representative, especially if you appointed this person in the agreement as the contact person or as the representative for the agreement execution.


Scattering Trees in Blender - Tip of the Week

Kamil Kuklo 2016-09-12 11:28 tutorial  > Blender  > particles

Make a realistic forest environment in 9 simple steps.

Good vizualisations need good environment. Even the greatest architectural visions may be spoiled by a low quality surroundings. Artificial-looking trees, weird bushes that seem to be made out of a sponge, low poly branches and plants, these are the flaws that will always be cought by both professional and unexperienced viewers. So far Blender users were limited to all kind of addons and assets shared by its amazing community. But with the upcoming archmodels collection designed for Cycles rendering engine things will get even better. From now on you'll grab the opportunity to use scanned trees in your scenes, textured and so full of details it will make your head spin! Now, for a proper invitation to use them, let me show you how I planted CG forest in these 9 simple steps.

Click on image to enlarge1_4.JPG

Step 1: Let's start from adding a Plane that will become ground for all the trees. Subdivide it a few times manually or by using Subdivision Surface modifier. In order to achieve random deformations go for variety number of Displace modifiers with any procedural textures you like, Clouds, Stucci or any other. You may additionaly control the strength of the effect by Color Ramps or vertex Groups.



Step 2: Append tree to your scene by hitting Shift+F1. Browse to chosen .blend file from the collection, go to its Object folder and click on the name with AM prefix. Tree should immidately appear in your scene. Pick as many models as you need and place them somewhere on the side.

Click on image to enlarge3_11.jpg

Step 3: Collect your trees into groups (Ctlr+G) with self explanatory names. While preparing covers to archmodels collection I used such phrases as "small trees", "pines", "big trees" etc. Remember that every model can be shared by different groups all at once.


Click on image to enlarge4_9.jpg

Step 4: Add Particle System to the Plane and change it to Hair instead of Emitter. Enable Advance settings now as we will need them in a moment. Decrease the number of strands and limit their length with Velocity sliders.


Click on image to enlarge6_2.JPG

Step 5: Time to replace single hairs with trees. From Render options pick Group and choose the one you'd like to start with (in my case it's "trees_small"). I strongly suggest to tick Pick Random option as it will make our forest more unique and real. Tweak the size of objects by changing Size value from Physics panel.


Click on image to enlarge7_2.JPG

Step 6: The more random variatons in your forest, the better. First let's vary the size of each tree. There are two main ways to achieve that. You may change Random Size parameter from Physics panel or Brownian value that's right below.


Click on image to enlarge8_1.JPG

Step 7: So far all the trees shoot straight up which looks far from natural. Fortunatelly their pivots are always placed right in the middle of each trunk. Let's take advantege of it and swith Rotation panels on. Set Normal-Tangent from Initial Orientation menu and choose its strenght with Random value (remember too keep it low or else trees will grow almost horizontally). Add additional random rotation along their centres by raising second Random parameter up to its maximum level.


Click on image to enlarge9_2.JPG

Step 8: Try to add as many Particle Systems as you can using different groups and trees. If navigating in your scene becomes difficult, always remember to change display of your AM models to Bounds. You may also hide duplicated groups in your viewport and keep them visible for rendering uisng two small icons next to Particle modifiers.


Click on image to enlarge10_2.JPG

If you need to add a path, a lake or any other area where forest should not grow, use Vertex Groups and Paint Weight Mode. With just a few easy brush strokes you may paint lines or spots that Particle System won't affect (red color) or affect them slightly (green color). Mind out that you can use the same or another Vertex Group for controlling the size of AM models. Once you finish painting assign created Vertex Groups in Vertex Group panel from Particle System options.


Click on image to enlargerender_evermotion.jpg

That's how the final image looks like. Evermotion will release trees collection in .blend format soon, stay tuned!

Author: Kamil Kuklo Editor: Michał Franczak
Tags: trees forest blender
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