| Greenworks
Xfrog 3.5 and Xfrog Plant Libraries
By Jeff Mottle (jmottle@cgarchitect.com)
Jeff Mottle is the President and Founder of CGarchitect.com
and is the North American Creative Director for Smoothe
Introduction
For those of you that have been in the industry for a while, Greenworks
should not be a new name to you. They have been around since 1996
when they first launched Xfrog 1.0 for the Unix and Sun crowd,
followed by a Maya version only a few years later. Eight years
later Greenworks now has several different applications and a large
collection of tree and plant libraries supported by all of the
top modeling and rendering packages.
For those of you that may be a bit newer or have simply not had
a chance to try this amazing little program, let me introduce you
to one of the more powerful organic structure modeling applications
around.
In this review I will be taking a look at the full version of
Xfrog 3.5 standalone for the PC. Xfrog 3.5 is a modeling and animation
system that specializes in the generation of complex organic structures.
While the scope of this review will only encompass Xfrog 3.5 an
a select collection of libraries, it is worth noting that have
also just released Xfrog 4.0 an integrated version for both Mac
and PC versions of Cinema4D. You see the full line up of products
and supported application on their website: http://www.greenworks.de

Xfrog 3.5
Xfrog 3.5 – Interface
The main Xfrog interface is divided up into six sub windows. The
Hierarchy window, the Model view window, the Parameter editor,
Libraries window and the Animation editor.
The hierarchy window is very much like a basic schematic editor
in many 3d applications and is where you assemble the various components
and primitives that make up the organic structures that you will
be creating.

Hierchy Window
The
model view window is simply the window where you actually visualize
your
creation and move around it. You don’t actually
ever interact with the model in this window as everything is controlled
through the other windows. The parameter editor is where you set
and adjust the various setting for your components and primitives.
If you plan on using Xfrog to its full capacity you will be spending
a great deal of your time here.

Xfrog Interface
The settings found in the parameter editor are very encompassing
and will take you a bit of time to figure out. There is a lot to
play with and it can be quite overwhelming at times. The physics
of nature is apparently not that simple. Using the interface itself
is a breeze to work your way through, but understanding the implications
of each button, slider and graph editor will not be something you
pick up in an afternoon. While you can simply set ranges and adjust
sliders for basic adjustments, if you so choose, there is the power
to input anything from complex mathematical functions to applying
cosign curvature transformations to the Z axis of a leaf or branch.
The one thing that I found really useful in the interface is how
easy it was to adjust slider ranges. Typically a slider might be
given an arbitrary value from 0 to 1 or some other set value. In
Xfrog, you simply need to click the start and end range numbers
at either side of a slider and you can input your own ranges based
upon the accuracy of the adjustments you want to make.
Parameters Window Range Adjustment
Parameter Editor Window
Moving back to the last two sub windows: The Libraries window
is where you will find all of your primitives and components that
you insert into the hierarchy window. The final window is the animation
editor where you can create keyframe animation of the structures
you create, or animation the growth of one of your creations.
Creating Structures
As
I alluded to earlier creating structures in Xfrog can be a daunting
task.
The power is there to create virtually any organic
structure found in nature, but creating what you see in your minds
eye will definitely take some practice. This is one of those programs
where you will undoubtedly read the manual from start to finish
and one where you hope the documentation is well thought out and
presented. I was very glad to find that the users guide was one
of the most thoroughly written documents I have seen for a 3d application,
although I wish they had also provided a CHM version that could
be accessed from the application, instead of only the 129 page
PDF file. Regardless, I was able to work my way through most parts
of the program with out any problems. I’m not sure I will
ever figure out how the mathematical functions that are applied
to certain transformations work, but for those of you with less
mathematically challenged minds than mine, you might find it quite
interesting to delve into further. Once you have made your way
through the users guide, there is a very good selection of tutorials
on the website that step you though many of the processes that
you will need to know to get you on your way. As with the users
guide I found the tutorials to be equally well written.
User guides and Tutorials
In Xfrog you can animate some pretty impressive pieces as virtually
every setting is animatable. Currently you can export animation
directly into all supported applications (Maya, Lightwave, C4D,
and 3ds max 5). Exporting to 3ds max 6 is still not supported due
to a code change that had caused havoc with a lot of third party
developers. The only way you can export an animation in 3ds max
6 is to sequential 3d file formats or to sequential images.
Sample
animation files
Exporting Xfrog models
Once you have created an Xfrog model you have several different
methods to get your model into your rendering application. The
program supports seven export formats including OBJ, DXF, LWO,
RIB and 3DS. Once you have saves to one of these formats you simply
need to import your file into your favorite rendering program.
There are however a few catches with exporting your files this
way. With 3ds max in particular there are issues with the 3DS format
and how textures and opacities are mapped. Fortunately there are
maxscripts included to solve this problem, but it is worth noting
that you will usually have some clean up to do once you get your
model into 3ds max.
The second method, and by far the most preferred, is to simply
use one of the Xfrog plugins. There is currently plugins for Maya,
3dsmax 4, 5 and 6, Lightwave and Cinema 4d r 7 and 8. These plugins
enable you to import an Xfrog (XFR) file directly into your application.
This allows you to import the models and textures exactly as you
see them in Xfrog.

Render from 3ds max 6 w/Vray
Wireframe view from 3ds max 6
Using Xfrog in Production
While
the power of Xfrog is definitely remarkable, I’m not
sure I would find myself building trees from scratch for my next
rendering project unless the time and budget allowed. Fortunately
Greeworks has a collection of 17 Plant and Tree libraries each
containing 60 models. I had a chance to test 6 of them and I was
delighted to find that unlike most of the other tree and plant
applications I have tested, the quality of each Xfrog model is
consistently very high. The construction of each model is constructed
with a combination of high-res modeling as well as billboard textures.
File Size
As one would expect from a collection of trees and plants that
are almost entirely modeled, the face counts can be quite high
and range from tens of thousands of polys to hundreds of thousands
of polys in each model. Within Xfrog they do have a decimation
tool that intelligently reduced your poly count, but even the simplest
models still were at least several thousand polys each. In experimenting
with the decimation process I discovered that the only way to export
a decimated model was to use the importer. In my case the 3ds max
importer as that is all I tested. Exporting a decimated 3DS file
came in at the original size. However with the careful use of the
Optimize modifier I was able to get the ply count considerably
more while still maintaining a decent appearance for long distance
shots. If you are really keen on tuning your models to a specifc
size I would probably suggest looking at Greenworks XfrogTune application
which gives you much more control over the decimation of your models
than you will get from a max modifier or the simple slider control
within Xfrog.

Poly Decimation Slider
Pricing
Xfrog is quite reasonably prices considering how powerful it is
and their tree and plant collections are more than competitively
priced for the quality you are getting.
At the printing of this review Xfrog 3.5 Full was selling for $259
US with each Tree and Plant library selling for $119 with Bundles
also available. Check out the Greenworks site for full pricing
details. http://www.greenworks.de
Conclusion
I’ve tested most of the commercial tree and plant applications
out there over the past few years and I have to say I was pretty
impressed with the capabilities of Xfrog. The closest program I
would compare to Xfrog to in terms of it ability to create organic
structures from scratch would be SpeedTree and I have no problems
saying that Xfrog beats SpeedTree hand down with its ease of use,
quality of documentation, not to mention accuracy. In terms of
flexibility for varying levels of detail, I still think programs
like Bionatics NatFX are a bit more powerful out of the box, but
factoring in Xfrog’s great price it would be a tough call
as to which one might win. In a direct comparison I think you would
need to analyze your project to determine which features you are
going to require, which plant or trees you need to depict and if
you intend to animate them.
Overall I would rank Xfrog as one of the best programs and given
the choice between the applications out there would only put Bionatics
in the running against Greeworks. See
my review of Bionatics NatFX.
PRO
- Very Powerful organic structure modeler
- Very good library quality, consistency and selection
- Excellent documentation and tutorials
CON
- A bit overwhelming to create structures from scratch
- Needs support for 3ds max 6 animation
- Should come packaged with XfrogTune
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