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.
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:
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.
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.
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.
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?
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.
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.
Use Forest Pack LITE: https://www.itoosoft.com/forestpack.php It only works on flat surfaces, use any placement script to "Z" position the trees.
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?
Individually: Mass Selection: http://www.scriptspot.com/3ds-max/scripts/move-to-surface http://www.mj-multimedia.net/soft/mmtools/mmt_move2surface.php I use Forest Pro, makes life a whole lot easier.
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.
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?
It will separate objects when there is no connection between them. "islands". I haven't tried for double faces objects, so not sure.