This is a short description on how to create a modeled hedge for closeups rather than using displacement. I hope someone finds it useful.
Trimmed Hedge Tutorial:
Create a box 72 x 24 x 24. Chamfer the edges 1” and then delete the faces on the bottom, but leave the chamfer.
Model a simple leaf about an inch long and then create a very small box and move the box to the end of the leaf that will represent the stem of the leaf. Offset the box in the z direction a little or ad a little curve to your leaf so it’s not completely flat when arrayed.
Select the small box and attach the leaf to the box. This will assure that the leaf arrays correctly in the Parray. The array will use the boxes center to array the leaves instead of the center of the leaf..
Select the leaf and then go to Particle Systems and select Parray from the list. You need to create the icon in the scene for the Parray to start the process. Just click in the top window and drag and release to create the icon. The size does not matter.
You will then have the option to pick the emitter in the Basic Parameters. Click on Pick Object and select the chamfered box you made. This is what the array will form to.
Under Particle Formation select Over Entire Surface.
Under Basic Parameters, select Mesh under Viewport Display and change Percentage of Particles to 100%.
Under Particle Generation select Use Total and enter the number of leaves you want to create. It takes quite a few 7-10,000.
Particle Motion parameters have to all be set to 0’s. If not, the array will not stay attached to the emitter.
Particle Timing set to
Emit Start = 0,
Emit Stop = 100,
Display until = 100
Life = 100
Variation = 0
Particle Size
Size = size of the leaf you want. I set it to 2 ½” for my 1” long leaf.
Variation = 25% or whatever you like
Grow for = 0
Fade For= 0
Particle Type choose Instanced Geometry
Under Instancing Parameters select the Pick Object button and select the leaf you modeled
Under Rotation and Collision.
Spin Time = 2
Variation = .75
Phase = 3
Variation = 25%
These numbers can be changed to suit the look your going for. This is just a start.
Under Spin Axis Controls select Random. You can also go to User Defined and enter the numbers to get the look you want.
The rest of the settings are default. I didn’t change any others but you certainly can to get the look you want.
Set the animation to the last frame =100 for me to create the array and render. Apply materials to the leaf. Model the bush trunk and branches.You can either hide the chamfered box or just make it non renderable in the properties rollout so it doesn’t show or create a shadow.
You can collapse the Parray to a mesh by adding snapshot and choosing mesh. This will create a copy of the array that will be a mesh. Hide the Parray leaves and save it so you can adjust it later for differenet looks.
Not to difficult and the results are better than displacement.


Here is the MAX8 file
http://www.trgraphicsdigital.com/images/test.rar
Trimmed Hedge Tutorial:
Create a box 72 x 24 x 24. Chamfer the edges 1” and then delete the faces on the bottom, but leave the chamfer.
Model a simple leaf about an inch long and then create a very small box and move the box to the end of the leaf that will represent the stem of the leaf. Offset the box in the z direction a little or ad a little curve to your leaf so it’s not completely flat when arrayed.
Select the small box and attach the leaf to the box. This will assure that the leaf arrays correctly in the Parray. The array will use the boxes center to array the leaves instead of the center of the leaf..
Select the leaf and then go to Particle Systems and select Parray from the list. You need to create the icon in the scene for the Parray to start the process. Just click in the top window and drag and release to create the icon. The size does not matter.
You will then have the option to pick the emitter in the Basic Parameters. Click on Pick Object and select the chamfered box you made. This is what the array will form to.
Under Particle Formation select Over Entire Surface.
Under Basic Parameters, select Mesh under Viewport Display and change Percentage of Particles to 100%.
Under Particle Generation select Use Total and enter the number of leaves you want to create. It takes quite a few 7-10,000.
Particle Motion parameters have to all be set to 0’s. If not, the array will not stay attached to the emitter.
Particle Timing set to
Emit Start = 0,
Emit Stop = 100,
Display until = 100
Life = 100
Variation = 0
Particle Size
Size = size of the leaf you want. I set it to 2 ½” for my 1” long leaf.
Variation = 25% or whatever you like
Grow for = 0
Fade For= 0
Particle Type choose Instanced Geometry
Under Instancing Parameters select the Pick Object button and select the leaf you modeled
Under Rotation and Collision.
Spin Time = 2
Variation = .75
Phase = 3
Variation = 25%
These numbers can be changed to suit the look your going for. This is just a start.
Under Spin Axis Controls select Random. You can also go to User Defined and enter the numbers to get the look you want.
The rest of the settings are default. I didn’t change any others but you certainly can to get the look you want.
Set the animation to the last frame =100 for me to create the array and render. Apply materials to the leaf. Model the bush trunk and branches.You can either hide the chamfered box or just make it non renderable in the properties rollout so it doesn’t show or create a shadow.
You can collapse the Parray to a mesh by adding snapshot and choosing mesh. This will create a copy of the array that will be a mesh. Hide the Parray leaves and save it so you can adjust it later for differenet looks.
Not to difficult and the results are better than displacement.


Here is the MAX8 file
http://www.trgraphicsdigital.com/images/test.rar
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