OMG! fur plugin is AMAZING!
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Briggs, it's pretty simple really, create a plane, import the component you want to populate, select it in the drop down window as the component to populate and enter.
Then in your render app, use the supplied alpha map as the clipmap as it's already UV mapped and will work without fail. -
ah you projected the grass onto that jagged geometry! sneaky sneaky! i wondered what the blue bits were but its just the reverse face, right?
looks mint
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yup, easy as pie.
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I may be a little slow, but why is the component and clip map upside-down?
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The way it was baked. just apply as is, it will show correctly.
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Pete that's crafty! Can I make that component work in Twilight? I did a quick test and it didn't look right..
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Pete, nice grass, really convincing!
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marcus, I'm not sure it will work, as there is no option to insert an alpha map as far as I can see.
Here is another one, I used some low poly coconut palms. (whole model is only 1.6mb)
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Looks GREAT, Pete...
I only wish there were an option to avoid components from intersecting (like we've both requested for the component spray tool)...
Perhaps this can be added in a future version...One question...
For this particular component, why have you turned it upside down...??
It will only work correct if you apply/spray it to a surface showing the backface - or am I missing something...??Regarding Twilight Render:
As Pete already have mentioned, you can't get this Buffalo grass to work correct, since you're unable to apply a seperate clipping mask (alpha mask) in the current TWR material editor...
However, if you're able to save the texture with a transparent background (I.e. as a .png file), it will automatically be made into an alpha-channel... -
Nice Pete.
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@solo said:
Briggs, it's pretty simple really, create a plane, import the component you want to populate, select it in the drop down window as the component to populate and enter.
Then in your render app, use the supplied alpha map as the clipmap as it's already UV mapped and will work without fail.Righto, I'll give it a go in podium.... Clipmaps have always been my enemy in podium but I'll give it a whirl! Those palm trees look great solo
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This is an addictive plugin.
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and with thea, you could use fur in combination with displacement to double the flexibility!
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With what you've done there Solo does SUp slow down massively? If it doesn't I can't wait to give it a try and make some full scale scenes I thought would only be capable using something like 3DS max!
Oh, and here's one of mine......
Grass through the grid:
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Thanks for the component, Pete, and for the tech support, Frederick.
Here is Pete's component Twilight-ready
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briggs: if you put the grass on hidden layer it will not slow down sketchup. just turn the layer on before rendering...i assume you are using podium. i place all my heavy geometry on hidden layers, its so much better
nice one d12
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@olishea said:
briggs: if you put the grass on hidden layer it will not slow down sketchup. just turn the layer on before rendering...i assume you are using podium. i place all my heavy geometry on hidden layers, its so much better
nice one d12
Cheers for the tip oli. I'd just seen your post about doing this earlier on, it works too. Not a chance my puny little laptop can take progressive renders with all that geometry now though Think I might move onto Maxwell soon, that should hopefully open up a few more doors for me! I've been toying with getting Twilight but I like the idea of having an outside "studio" program to work in.
I honestly think if Pete's technique is fully explored then it will enable SU to create some renders that are up there with the best in terms of scene composition and environment construction! Who needs 3ds?
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Using the fur plugin for the first time, I used default settings as well as mixing them up a bit. This is the best I can come up with and it still looks like crap. Anybody got any suggestions as to why the grass is showing up blotchy over the selected area?
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Hi Bran,
"Tune up" the Density and the Max number settings (top two) considerably. The first is set to 200 pieces per 1 m2 (or about 9 square feet) which is obviously too low for a real, dense grass.
Be carefully however NOT to populate your scene with too many instances as they can (and definitely WILL) slow down SU considerably. Experiment with smaller areas first to see what results you get.
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