#Good plant material
5 messages in this thread
I am looking for any good looking (not corny) vegetation to be used for
exterior renderings. Shreiber Nursery does not impress me (I own it) and so I
am searching for new ways to create realistic scenes. This may be in the form
of .3ds files, but more than likely be mapped images. Any response will be
greatly appreciated.
Thanks.
Nick Hower
Phoenix, AZ
Nick,
>> I am looking for any good looking (not corny) vegetation <<
I've found a combo of techniques works quite well.
I do like Schreiber for middle ground trees with a lot a perspective shift –
you need plenty of RAM to fill a scene with these.
Background trees can be done with "card" or "X" trees – they are just 1 or more
rectangles mapped with a photo texture map and corresponding opacity map and
Imagetects makes a cd-rom which includes some reasonable ones called Imagecels.
If you have very specific need scan your own trees from tree books and create
an opacity map in Photoshop.
For close-up trees I've had good luck with Yost Group's Silicon Garden (SG),
especially for young deciduous trees. They allow accurate cast shadows and are
fairly low-polygon. By tweaking the .ls (l-systems) source code I've been able
to make older trees than the default slider allows – beware SG will crash 3ds
when you go too far because the 64k poly per object limit is exceeded.
For extreme close-ups (like passing through branches) I make my own based on SG
and then heavily tweaked: I loft branches using the original branches as a
template where needed (sometimes fractalizing them), and use YG's Scatter.pxp
to distribute extreme close-up quality leaves to the appropriate areas. Works
great.
I'm using all these techniques for a Japanese broadcast commercial and the
clients are really blown away by the quality of the vegetation – it does cost
bigtime in RAM, though. We are using the 3ds SGI renderer on our SGI
ChallengeXL (8 cpu, 1gb RAM) for much of the rendering because our PC's with
only 196mb RAM are next to useless for some of the layers. Many of the scenes
are broken down into layers to make them more manageable for rendering and they
are later composited together – a good technique to maximize rendering time
with limited RAM.
Well, you asked a small question and I gave you a big answer (sorry <G>).
Martin,
Thanks for the names- we will try to apply some of your techniques that you
discussed.
Greatly appreciated,
Nick
Nick,
>> we will try to apply some of your techniques that you discussed. <<
glad to be of assistance 🙂