Testing new plants!!!!
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@ecuadorian said:
Loading a separate alpha map.
Ah ok!! I don't think that is much of an issue really one would generally link to a material anyway, as we know large maps in SU are a real hassle! With these plants I'd use a single colour map with alpha to cut the image load down anyway for placement in SU.
The original map for this one is about 4000 x 2000 pixels!
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Sorry mate it was Tree[D] opps
BTW check out the other stuff there! Mostly the render quality of his pusszle game in development! I really hope this guy one day gets this out as a realtime walkthrough option! Looks better than Crysis!
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"The original map for this one is about 4000 x 2000 pixels!"
Have in mind this Richard. 1024x1024, 2048x2048, 4096x4096. But I think that there's a limit in SU, ~ 2048. Square textures work better. -
Aware of that mate but there is no need for extra white area! Seems that non square images in SU rarely have an issue!
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looks good Richard...but can this work for trees as well?
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Mate I'd probably do the same for trees, I started making some new trees though got haulted due to the trunk mapping issues within SU - Whaat's new UV tools may well assist in this!
No time at present to get building but will again soon for sure!
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Richard, check this out, this is the technique behind Vue solid growth trees.
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Hey thanks Pete! It is certainly a nice editor there from vue!
The idea for the plants I created about was as I realise much the same as vue's approach and of course that of many off the shelf models that are available including those I have created myself in the past for rendering use.
Again the alternative I sought myself was to rotate or twist the planes to achieve two things.
- Greater variation in the curvature and height on the grass blades - without the burden of additional geometry, and
- Lessen the chances of the blades toward the sides disappearing when rendered at lower camera angles - this is currently a common flaw of many plants using single plane geometry. Obviously in the example I've posted some of the planes will still disappear when they ever align directly horizontal to the camera centreline though the twisting greatly reduces such chances.
All that said, if displacement wasn't such a drag on render times generally then such a plant could be achieved with I'd imagine only 3-4 planes of geometry and even then far better results achievable!
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A quick first test with maxwell's new thin SSS feature. Took me ages to workout - didn't realise the material editor is now much longer to include the new SSS features. Need to one day open the manual!!!
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Looks great Richard.
Some trees modeled using the same strategy for foliage would be great....even for close ups.
Maybe an idea for a new 'Tree Factory'?
I liked the first TF version: simple but quite effective.(a bit high on poly count maybe) -
Thanks mate!
Yeah I will get around to some trees, I've worked out some really cool techniques to help modelling them and with Whaat's new UVtools will help in mapping the trunk and branches.
Don't know about the tree factory thing though - was a bit of a wank! I think you were the only one that used it! It was just a trunk, few branches and a clump of leaves! All the bits anyone could do, putting it into a tree is a bit different!
I've got a few other ideas that might drop the poly count of the trees, need to get testing!
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Richard this looks good. Looking forward to see some trees as well.
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