Particle Flow Proxy Trees

Hi everybody, here is an image I made for a presentation last night at the http://www.3dslondon.co.uk user group meeting. If you check out the site you can find out a bit more about the workflow. Thanks for the replies to an earlier image I posted here for help regarding trees in a big project (which I will post when I’m allowed)! If you live in or near London come along to the next meeting for drinks, networking, demos etc.

Nice technique for scattering proxies. I’ll definitely try this when I have larger projects.

Water

very nice. I am off to check the site…

Thats fantastic!!
Sure looked like it saved you a million years worth of work :slight_smile:

What trees are those? they look quite nice.

Sexy renders too :smile:

nice stuff mate…have you ever met Eric Kuhne? He’s a fecking huge bloke and breathes like Darth Vader

fantastic!

only crits i would have are that possibly the water is too transparent and there are not enough waves. Id also suggest that at this angle, there also may be a small amount of reflection of the sky so that the water may be slightly more blue. Would love to see some waves hitting the beach with foam etc.

I noticed on the closeups that the sand appears to drop into a ditch next to the retaining walls - on the lower left hand side of the image. If you were to do any close-up marketing images I would also say that the buildings need more detail.

The way you did the trees and using the texture map to displace the sand over the project are the best parts of this work in my opinion but i think maybe the sand should have been modelled to reduce the amount of ‘gaps’ visible as mentioned before. The only other crit i can think of is that maybe some reflective surfaces are a bit too perfect.

awesome project though, i bet the clients are very happy with your work.

Is this a design for one of the ‘World’ islands in Dubai?

really fantastic work!!! great! :shock:

I read your partical tree pdf. Am i right in saying then that the partical method wont really save memory as such, but is just a more controlled method of distribution?

Awesome image! …really fantastic work! :o
…small crits for the water… :wink:

FlytE:
Its more about the scattering process.
Proxies are already designed to save memory. So thats why its about scattering proxies not mesh;

Great render, the trees came out great

Hi, thanks for the comments everyone! If you are London based come along to one of the next meetings, some great speakers lined up right to the end of the year.
DaForce: Thanks, they are Onyx Palm Trees, MultiRes in Max.
Siliconbauhaus: I work for Eric… He is larger than average. He’s a great guy to work for (he hasn’t perfected the death grip yet) we get to work on incredible projects.
Paulison: Cheers. Your crits are spot on, I’ll add them to the snagging list. I doubt the client will see this, it was out of hours work for my presentation at the user group (I’ve been up late for two weeks). I replaced some of the architect’s design with a James Bond style Helipad etc… He was a little miffed, but came along and enjoyed the presentation.
Jonferimonic: Maybe… but not in this form. See above.

Yeah I know … but i was just wondering if doing it with this method has any advantages over using the scatter tool etc.

Either way its still interesting to see a different way process

FlytE, as far as I know Scatter creates a compound object so won’t work with Vray proxies (unless you are referring to the scatter command which is part of the Crowd system). The main reasons I do it this way are that you can control density by varying the greyscale values of the distribution map, and that it is fun painting trees in Photoshop!

Im sure I have used the scatter tool to scatter proxies before… but im not 100% sure on that so ill leave that one… but painting trees, that does sound fun

Obly crit is about the water, some highlights and reflactions, maby small waves

those are some huuuuge pools

You can’t use the scatter tool with Vray proxy, but there is an scatter script that allows you to do it. Maybe that’s what you used.

Although the particle flow method seems to offer much more control on the placement of the trees.

Hi sjmoir.

I cannot find the workflow on the website you provided, but I´m interested in the workflow. Can you post it with a link?

Thanks.

Sascha