Does enyone know how to make a nice hedge
look for the percy’s free stuff emporium thread. there’s a hedge file you can download
i use a trimmed down onyx tree for hedges. Cuts out having to use displacement in your scene and renders fast too.
I will see if i can find an image to show you all
ive been experimenting with a similiar thing, though with a trimmed vue tree…same thing though
renders very fast and low memory consumption when using it as a vray proxy…
percy, in the tests i have done with large areas of hedge, instanced geometry renders much faster than proxied hedge objects (less memory too)
when you say proxied hedge objects, are you creating one proxy and then instancing it in your scene? If thats the case, then Ill have to do some tests of my own, might prove an interesting point…
i trimmed an onyx tree so it was square in shape, proxy it, then instanced in a row
right, had a quick moment to whip this up.
this image is the base onyx tree
I simply converted it to an editable mesh and deleted a few faces
This image is the onyx tree instanced round to make a hedge.
This image is the onyx tree converted to a vray proxy and instanced to make a hedge.
If anyone has any questions or comments let me know.
ahhh i see.
Can someone drop a penny for me ![]()
Well that seems to work very well. Great idea
glad you liked it!
Jacksc02
I can se what you mean, but i think it gets to tile, if you know what i mean.
I know this image is small but i hope you can se what i mean.
its if the hedge is made by a texture, but the hedge still have a thickness
I like Onyx a lot, but I agree for hedges it looks repetitive and loses a lot.
I usually rough model them, then use various modifiers (such as noise, ripple, wave, displace, etc.) to break them up randomly. Then, if I’m not too close, I’ll just use a diffuse map with some bump. If I am close, I’ll add some displacement too.
i used the same onyx ‘trick’ here
i think its ok aslong as you make 3-4 different hedges to sort of minimize the ‘instaced’ look, only thing i miss is some colour variation.
maybe uvw flatten and go crazy in body paint…i think i will try that ( or just some clever procedurals will do it ).
Those are Onyx, eh? Very nice.
good to see a few others using this technique.
A few different seeds never goes a miss, and its surprising how little extra render time is added.
I had similar experiments (instead of onyx i used scattered leafs on a noised multiplane object), but wasn’t able to use proxies with 1.09 so i stopped the experiments.
I also had something like an “tile” effect.
my solution to this problem was a script:
for i in $ do
(
rotate i (angleaxis (random -90 90) [0,0,1])
)
drop that text to your toolbar and this script rotates all selected objects around the z-axis.
im a fan of the blurscript “random transform”
jacksc02 - cool technique… the test you posted does look a bit too tiled as others have pointed out… but wouldnt that be real easy to get around? if you just rotate the instanced hedge-parts so they dont all face the same direction i think it would look great!
how much does these onyx-trees cost? can you buy them one by one (like the bionatics trees) or do you have to buy a whole bunch of trees at once?
oh and one more thing… why did you convert the hedge to a vray proxy? ive never used the proxy option so maybe this is a stupid question… but the two images look the same and the proxy version took longer to render, so…?
Ill be following this thread closely… hedges have allways been a problem for me so its great to see some new techniques!
//
What is the best way of texturing leaves to Onyx models ?
I have tried a few methods but none work well with the opacity map.
n