[Big upgrade offers - Save $600 !!✅] InfiniTREE PRO-Procedural Ltree generate, growth & dynamics

InfiniTREE PRO is now released at the Unity Asset Store !!

The new system is currently a $5 upgrade from InfiniTREE and $15 upgrade from [Sky Master ULTIMATE]( [SAVE $600 UPGRADE OFFER!✅]Sky Master ULTIMATE: Sky, Ocean, Volume Clouds-lighting, Weather, RTGI page-59#post-8526821) or [InfiniGRASS ]( [SAVE $600 UPGRADE OFFER!✅]Sky Master ULTIMATE: Sky, Ocean, Volume Clouds-lighting, Weather, RTGI page-59#post-8526821)!

Enjoy :slight_smile:

ArtnGame presents InfiniTREE, the new Tree and Forest procedural generation system for Unity3D.

The system’s goal is to allow on the fly creation of trees and manage whole forests, all with a custom multithreaded dynamic batching system, allowing complete control over the tree appearence and growth, plus offer in game dynamics like full tree motion, growth and the base to create any other dynamic effect. Any prefab can easilly be used to create the trees, allowing for ease of use and ultimate tree customization and optimization.

Demo (WIP): https://dl.dropboxusercontent.com/u/79230236/INFINIDY/TREE/INfiniDy Tree WebPlayer DEMO1.html

InfiniTREE contains a fully featured Multithreaded dynamic batching system and dynamic tree grouping, for total control of required performance.

Another major feature is the ease of use and customization the system offers, just create a low polygon prefab and it can instantly be part of any tree !!!

Features

  • Dynamic procedural tree generation, in game (option to save to disk will also be available, for later use)
  • Multithreaded dynamic batching system, that allows the smooth addition of trees during gameplay and draw call minimization (only 2-5 draw calls per static forest & 10-15 draw calls with full shadows enabled)
  • Real time tree growth and manipulation, with complete control over every tree aspect.
  • Forest manager, that allows the grouping of trees based on their properties and use, for maximizing performance
  • L-tree system combined with prefab instantiation, for ultimate ease of use and the power to instantly use any prefab for the various tree parts.
  • Cut off system, that will disable the far away trees, plus can be extended with much more funtionality and rules later, for a complete custom LOD and occlusion system. This will be the first priority update after the initial release.

The system will also get three big extra features in upcoming updates

  • Spline system, for precision control of growth
  • Physics based growth system
  • Mesh generator, for creating branches on the fly without the use of prefabs

These systems are already working and they need further polish, so will be coming in future updates.

The v1.0 of the system is almost ready and beeing polished, it will be submitted sometime this week. I will post a demo with the cut off system too before release.

InfiniTREE red trees


InfiniTREE prefab instantiation, just added a cube to the branch prefab base for these pics :slight_smile:

What these trees are made of (bark and branch prefabs)

InfiniTREE Pines WIP

WIP thread: http://forum.unity3d.com/threads/infinitree-procedural-tree-generation-growth-multithreaded-batching-forest-management.285554/page-2

Dynamic bark - root growth WIP:
https://vimeo.com/117090945

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[Reserved]

Older pics and test
Choping tree


Leaves detached and physics enabled

Draw calls with batching


Some extra tests made with the dynamic system (not using the latest version).

Watching, this is extremely useful!

Thanks :slight_smile:

It is also a very customizable system that could be applied to other items than trees, like flowers, plants, bushes and other organic formations.

The batching system is also decoupled from the tree system, so it can also be used for any object pool in the scene, thus essentially is two packs in one (and will be 3-4 packs in one, once the splines and mesh generators are in).

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Merry Christmas to everyone :slight_smile:

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Just checking,
This can be used during edit mode to create trees and other object prefabs yes?

Not only runtime yeah?

Does this create billboards depending on the generated tree too? (For LODs)

That would be cool!

How is the branching and tree shape behaviour set up?

Like Unity’s tree creator graph?

The initial version will do everything in runtime and allow to save trees or whole forests in editor, but during play mode. The saved can be used in the editor afterwards.

The next update will focus on the editor side, the problem is that the system is based on a multithreaded batcher that works in real time, so in editor it is easy to grow the trees, but saving them and batching them is more complex and i will polish it for an update

It will not create billboards automatically, but i have already implemented a LOD system that will replace tree parts with custom supplied lower polygon ones on the fly, or quads (or anything else). The quads look rather good and give more control and better shaping than a sprite, so i will focus on perfecting this method first and then evaluate an automatic sprite creation additionally for the final LOD.

The shaping in the first version will be done by rules only (a height rule will create more levels, a bend rule will bend them etc), and i plan to integrate my spline system in a next update to have directed growth of the main trunk (or anything else), plus mesh generation along splines or with physics. (more on that in the INfiniDy system thread).

I will also evaluate a node system for next updates, but the priority would be the editor side and LOD systems. Then splines and mesh generation and finally a node system, if splines dont already cover for it.


Here is a saved tree sample, in editor.

EDIT: I will also add an option to grow the trees in the editor, i already grew the tree base and works fine, so this functionality will probably come in v1.0 as well !!!

UPDATE:

The trees can now be grown and placed in the editor (also modified, like rotating the tree or branches) and keep their tree manager script when entering play mode. I have tested the system a lot and everything seems to be working nicely, besides one strange thing i have not solved yet, but should be simple (a prefab with the tree scipt is beeing disconnected when i run it in editor mode, it is fine in play mode of course and does not cause any other problem beside the disconnection).

I will be creating LOD versions for the various sample trees (and add a few more samples), optimize them further, add some more control of growth per branch level, and refine the save mesh feature and the release should be sometime next week. A demo showing the LOD system should be coming very soon too.


UPDATE:

The base 4 tree types have been created and are now polished and the final manual is written.

Also i decided to have a step by step setup note for new trees inside the scene (sample in pic above), so it would be easier to access and copy to new scenes for reference.

Looks really interesting. Any news when it is likely to be released?

Thanks :slight_smile:

I am almost done and everything works great and stable, so it will be submitted sometime next week.

I managed to put a full LOD system in as well, which really makes a big difference in large forests and that is why it was a bit delayed from my initial release plan.

Also I did some extra work on the grouping algorithm and some other details that needed some more polish.

That’s good news. I’ll watch the thread and pick a copy up when it’s released. It looks like another system with a lot of potential to do some unusual things with gameplay. The demo was pretty intriguing and gave me some ideas.

Great :slight_smile:

The demo did not include the LOD as well, so the final version will be far more optimized in that regard.

The initial introductory pricing will be 40$, less than one third the price of the final Pro version (which will include splines and much more, besides the initial version features like interactive trees and growth inside the game, customizable LOD management etc).

Usually i start all the packs in their top version, so early adopters can benefit. Let me know what you think of the price and if you would like to see some other starting price point.

I can’t really judge pricing. $40 seems reasonable to me, I’m in Germany anyway so I end up paying $50 with the VAT added on. As far as I’m aware all your assets get well developed and everyone purchased so far ends up being a bargain because there is so much content added. The problem is not the starting price but the asset store daily sale system, I think most people delay buying assets because they hope it will come on sale before they need to buy it to use it in development, I’m currently doing this with a couple of audio kits that I kinda need but won’t use until halfway through January at least. This being the case it’s hard to judge a price point entry. You’ve being selling PDM and the global proxy for some time and I recently got hold of skymaster so you’re in the best position to judge what will make early adopters jump for it.

Thanks for the input. The store dynamics is hard to master unfortunately and i totally agree with the sale system comment, it would be best if at least there were a few more offers there, since currently there is no way to tell if you can ever be in a deal with so many assets. They did increase the rate of deals lately, but still it is hard to say if an asset will ever go on sale officially.

By the way, for all the comments above, I will be picking this up when it gets released, not waiting for a sale reduction. It’s worth the asking price now so I’ll get it to see how it develops. I bought the PDM at the early adopter price and that proved well worth while, and I really like the idea that plants may be added to this. You support these packages really well and add content on a regular basis, because of that I tend to grab your stuff when it gets released whether I am going to use it soon or not, I do the same with the mega-fiers creator. As regards the 2 audio kits I mentioned, neither of these have ever been on offer and both are over the $60 mark so it’s worth waiting to buy just on the off chance they appear in a daily sale.


Nice, cant wait to see impressions on the system :).

I will definitly be updating this one a lot, there are still a huge number of ideas i am playing with and will polish them and release gradually after i submit the initial version.

Just finished another tree type and going to code clean up and polishing the base trees.