What kind of flickering issues? Are you using premade irmap and lcmaps? I got flickering issues from trees in an ad purely down to their size in relational to pixels - the leaves had so much tiny detail and variance in leaf direction they buzzed an awful lot so it was down to motion blurring in the end.
Cos with camera moves, you get tiny details that are around a pixel big moving across screen - even a high quality adaptive subdivision has huge problems, it’s more a limitation of broadcast than anything.
The trees are good, very easy to use,very cheap.
Several free tools like vine or climbing vines on a wall or along a string.
All the plants use Vray Materials and they will recieve displacement
and refine option in the next version…(it is ready but not distributed yet)
There is no need of several licences for renderfarm…
The trunks are also textured in the next version…Trees may be animated too.
Well, there are other stuff but it is secret…and you know,
keep your secret secret…he,he !
be very careful of using alot of opacity maps in trees. We’ve gone to pure geometry trees here recently, because of how long it takes to render trees using alot of opacity maps. especially those that use entire branch structures with opacity maps. Also, you get GI shading in the crevices where the large poly’s meet, that doesn’t look correct. Vray will handle almost any amount of polys you can throw at it, but it quickly chokes on abundant use of opacity maps. Just a warning.
I agree with Percy there.
Having lots of polygons isn’t real problem for Vray.
You can always instance several types of trees and randomly rotate them.
Opacity mapping can be a real killer when several opacity maps are overlapping…
I’m using Bionatics and they work well.
To reduce polycount I usually create young trees with less leaves and scale them up 20%. Then you can ‘turn to mesh’ the tree and make Vray proxies out of them.
My problem with them is that they create trees you’d see in a forest and not nicely pruned trees you’d find next your building. So it can take some time creating a tree you want.
we purchased an xfrog library recently and i am just now getting around to rendering them. they look great but as mentioned, render times could be better since they use opacity maps. anyone have some general tips on improving render times with xfrog trees? i thought i read somewhere that you can convert them to geometry? is there an easy way to do that? that method seems tedious.
-joe
If your using opacity mapped trees, turn the bitmap blur to 0.01 and turn the bitmap filtering off for the opactiy map. And I would also do the same fo for the diffuse map.
This will give you a significant speed increase plus your trees will look alot better.
i’ve been using some 3d trees i bought from online (like dosch and such), and use them as vray proxies. obviously, i’d optimize the poly-count of the default tree mesh as it comes in the market.
so things have been alright so far. and luckily i didn’t have to grow any forests so far either.
but i remember many years ago, i used treestorm, and love the wind features and it also allowed to control the poy-count which was a good experience. best thing was that i could actually make my own customized trees.
i also looked into olitech’s trees, but frankly i’d be worrying about using so many opacities in the scene. like percy and geert mentioned, opacity can be a really killer for heavy scenes. and now-a-days machines can handle geometry much better as well…
haven’t tried arboretum yet, looks are good for sure… i’ll sure give it a try.
I know , it only works perfekt with mental ray … grrrrrr…
but maybe there´s a workaround.
landscapes look stunning , trees can use wind…
first question is, how easy it is, to produce not a procedural terrain, but exactly the solution, your architekt needs,
secound is how easy it would be to setup a pipline to vray.
third is … does anyone have any experiance here.
looking for quality, it seems to me to be a great solution. also it seems, vue can export hdri environements to max, so one could use hdri skys to get the same lightsolutions as in vue, i max..