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SHADER setting-up trees

LilSKi

Well-Known Member
I don't have any examples handy but I have used a copy of a grass detail texture that I blurred and added some contrast. When I get home later I can post one.

EDIT: Example of a variation texture. I believe this was borrowed from kunos.
upload_2017-7-12_17-36-26.png
 
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Mitja Bonca

Active Member
Anyway, I have set all you said, but still, 3d trees have revered lighting (brighter when away of the sun, and darker when facing the sun). Strange, damn. Should I try to remove the object names, to something like ObjectXXX, and not KSTREE_GROUP_A_X?

ps: but still, something strange is happening. It not for all 3d trees the same, depends of the ground`s inclination. More than is steep, worse it gets. On flat terrain it loosk normal. What would that be wrong?

See here:
 
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LilSKi

Well-Known Member
Are you leaving the trees as individual objects or joining them in 3DS in some way. They need to be individual objects and not grouped in anyway in 3DS other than by object name.
 

Mitja Bonca

Active Member
I have used scatter modifier to plant the trees all around the track. So they are I think joined (if I click on one, all same are selected). I have separated them by type of the tree only.
 

LilSKi

Well-Known Member
I have used scatter modifier to plant the trees all around the track. So they are I think joined (if I click on one, all same are selected). I have separated them by type of the tree only.
They need to be all separate objects and with origin/pivot at the bottom of the object. Please read the info above again.
 

LilSKi

Well-Known Member
single tree as seperate object you mean? But even Kunos doesn`t do that. Just wondering why.
Please read the instructions carefully. I don't know why I even bother writing them out. The kstree naming scheme joins them for you in the editor. So yes opening a kunos track you will see them joined together. But they were not joined until they were imported into the editor.
 

Mitja Bonca

Active Member
Anyway, do you have any technique to scatter as single objects? I really do not. I will not put every single tree manually, or will I have to?
 

Pixelchaser

Well-Known Member
detach via element mode after the completed scatter or....

convert to editable mesh. , select elements mode and "explode" via the geometry rollout menu. and select objects or elements for that explode operation I forget which it is. :)
 
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r@m

Active Member
Won't that detach all the two sided faces as individual elements?

Object Paint is your easiest "free" way in Max, still a bit limited, ultimate scatter plugins for Max are Forest Pro and MultiScatter.
 

Pixelchaser

Well-Known Member
I think if you separated to element there would be added issue of joining stuff back up, must test more with it as there is xplode to object or element.

any examples of a z axis only re position script mr r@m?
 

Mitja Bonca

Active Member
None of these things seems to work for some "easy" way to separate trees to individuals after scattering. Plugins cost $200+, which is not something I would go for, at least not for now. I am sure there must be some other way.
 

Mitja Bonca

Active Member
I havent come accross anything like it in 3ds max. There is Ungroup option but it`s not available by only selecting the object(s).
Does this option Separate By loose in blender knows about double faces per each object as well?
 

luchian

Administrator
Staff member
It will separate objects when there is no connection between them. "islands".
I haven't tried for double faces objects, so not sure.
 
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