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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.
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.
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.
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.
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