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Particle Flow Proxy Trees

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  • #31
    Originally posted by sjmoir View Post
    Check out Bobo's script in this thread which makes the process much quicker when using PF/bitmaps to position proxies.
    Also LSGardener, Advanced Painter, G-Tools Planter, Groundwiz and VrayScatter might be useful.
    I would like add to to the list our software Forest Pack. The latest beta release includes native support of VRay/Mental Ray to create instances of proxies/meshes at render time.

    Regards,
    Carlos.
    Carlos Quintero
    iToo Software
    www.itoosoft.com

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    • #32
      I'd be really into forest pack for billboard trees if it had some kind of lighting system for the billboards. For a while games have had fast particle shading using a sort of bulged normal map and rayleigh shading and stuff.

      Add a bit of this too!:
      http://www.drone.org/tutorials/light...t_objects.html

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      • #33
        The problem of normal maps is that to build them, you need a 3D tree. But then, you can use it instead a billboard and get better results... at least with the new raytracers, that are very efficient using proxies and instances.

        Regards,
        Carlos.
        Carlos Quintero
        iToo Software
        www.itoosoft.com

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        • #34
          Originally posted by giraffe View Post
          Hi
          How do you manage overlapping of trees?
          I scatter trees with particle flow method but many trees overlap. I found a KEEP APART operator but I can't make it work.
          Which method do you use to overcome overlapping of distributed objects?
          When using the Position Object Operator, I tick the Seperation and Delete Particles If Location Is Invalid boxes.
          www.meetup.com/3DLondon

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          • #35
            ohhh so easy I have been trying to manage this for many days ... I will try your advise. thanks so much

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