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  • #16
    Nice!! I like the parray one more... and not to mention its quicker too

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    • #17
      sigh... i've got problems using parray grass for big scene on a contoured landscape. because the faces on the contoured plane doesn't have similar dimension. in this case, those small polygon, will have dense grass, on the other hand, those with big polygons, looks empty. anyway, i tried to increase the parray amount to 4000, and crashed. heheheh... well, at least i tried. is that true tony? or is there another way of doing (i apply on the emmiter --->over entire surface. )
      Dominique Laksmana

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      • #18
        Sorry, none that I know of. It looks great as grass but the poly count is just to high for large areas. You might try converting it to a mesh and then proxy the grass. But even then, there are a whole lot of polys to deal with.

        Tony

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        • #19
          try using pflow, i think you would have better controll over how the grass is distributed.
          Or maybe a simple scatter.

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          • #20
            Daforce:
            =:-/
            Laurent

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            • #21
              hehehe

              I got some other cool pflow stuff to show you next time we are both on MSN

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              • #22
                come on show us all daforce show me something i havent seen!
                Chris Jackson
                Shiftmedia
                www.shiftmedia.sydney

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                • #23
                  All in good time

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                  • #24
                    BLAST from the past!

                    OK, so is this still the way to go for making hedges? (without using forest pack or multiscatter)?
                    Do anybody have any screenshots or maybe a method for using pflow instead of parray?
                    Kind Regards,
                    Morne

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                    • #25
                      Originally posted by DVP3D View Post
                      Do anybody have any screenshots or maybe a method for using pflow instead of parray?
                      it should be pretty straightforward with pflow. you only need a base object shaped as the hedge you want to make, and the leaves objects (say a group of three or four different leaves). you birth the particle (via a shape instance operator), on the position object's surface, and randomly rotate them to get the fuzzy look. might want to add a delete operator and manually get rid of particles too badly positioned.
                      you may need quite a few particles to get a dense enough hedge. after a while this may start to slow things down considerably, as pflow doesn't actually create instances. compared to how vegetation is handled nowadays, this method is really old school..

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                      • #26
                        Originally posted by rivoli View Post
                        this method is really old school..
                        I have a crap load of hedges on a terrain about 500m X 500m. I need an arial shot as well as close-ups. Anything else I can try without plugins or at least with a free plugins?
                        (I sorted my grass with Forestpacl Lite) but with the lite version you cant use distribute over a box object so I'm buggered there for my hedges. Only thing I can think of is pflow. Anything else?
                        (I got I small hedge about 3m by 500m done with pflow as a test and it works ok(ish), the leaves gets distributed from the centered point of the plane leave object, instead of the pivot point I specified at the edge of the plane leave object.

                        Anyways - any suggestions? (pflow is VEEERY SLOOOOW! - painfully slow)
                        Last edited by Morne; 13-05-2011, 06:00 AM.
                        Kind Regards,
                        Morne

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                        • #27
                          if you are happy with the basic hedge, you may try turning it into a mesh and then use the mesh as custom object with forest lite, if the terrain is relatively flat that is. if it's not maybe one of the scattering tool in max can do the job instead. at least you'll have to deal with real instances from then on, and leave pflow alone.
                          object paint might be a solution as well, once you have your hedge mesh sorted..

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                          • #28
                            Here's one anyway:



                            http://www.joconnell.com/forums/Hedge_4_01.zip

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                            • #29
                              Originally posted by rivoli View Post
                              if you are happy with the basic hedge, you may try turning it into a mesh and then use the mesh as custom object with forest lite, if the terrain is relatively flat that is. if it's not maybe one of the scattering tool in max can do the job instead. at least you'll have to deal with real instances from then on, and leave pflow alone.
                              object paint might be a solution as well, once you have your hedge mesh sorted..
                              Hmm thanks for the tip, didnt think of that. I think I'll try making a mesh 400mm X 400mm wide and 500mm high and use this as my "base" mesh then distribute it over my ground with forestlite. If my hedge runs along 400 wide and makes a "U" shape if viewed from top, how would I go about letting it follow the U? The "U" as an example is about 10m X 10m wide. The hedge will run in the outline of the U. The outline is as thick as the hedge 400mm. Hope you understand what I mean. (the hedge doesnt just form a straight line, but actually goes straigh, turn right, go straigh, turn right, then go styarigh again to form the u
                              Kind Regards,
                              Morne

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                              • #30
                                Originally posted by joconnell View Post

                                How did you make that?
                                just with pflow?
                                let me see in the file
                                Kind Regards,
                                Morne

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