CompuServe Thread

#Good Plant Material

7 messages in this thread
#193357From: Tim FairbanksSep 30, 1995 11:48 PM
Nicolas Hower wrote on Sept 30: >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 Likewise, I am also interested in finding good techniques for creating realistic plant and tree materials for architectural animations. Any tips for creating realistic looking trees & plants, without the use of specialized IPAS plug-ins, would be appreciated. Tim Fairbanks Minneapolis, MN
#194395From: Tim CouplandOct 7, 1995 11:32 AM
Hi Tim One way I have used to good effect in petrol station drive ins we have done has been to use 'cardboard' cutouts using a scanned photo of the plant mapped onto a flat mesh using a black and white version as an opacity map. This is very good for middle and far distant foliage. Not so good close up. Hope this helps. Tim Coupland, Field of Vision, London, England
#194475From: Tim FairbanksOct 8, 1995 5:15 PM
Thanks for the response on Plant Materials, Tim. I have tried using the "cardboard" technique in animation I'm presently working on, but some of the scenes involve a fly-by of a building with several plants and trees located right next to it, so this technique doesn't hold up very well. I was curious as to whether there were any other techniques, short of buying "Fractal Garden" or similar plugin, which look good, but would increase the vertex count of my scenes.
#194518From: Stephen C. LevyOct 9, 1995 2:15 AM
So you want good looking trees, but a low vertex count, too, eh? Beelzebub's got a devil put aside for you! <bg> Seriously, the look of x-ed cutouts is significantly improved if, in Editor from top vpt, you shift-rotate each one 45 degrees, giving you an additional two planes for each tree. Don't knock it until you've tried it; it looks surprisingly good, with minimal impact on vertex count and rendering time. Hope this helps, SCL
#194664From: NICOLAS J. HOWEROct 10, 1995 12:36 AM
Stephen, 'Been there, done that' with the "x" trees. The problem lies with trying to find a soft, realistic look. I've even bought Gallery Effects for Photoshop to apply different techniques like watercolor and charcoal to the finished renderings- to no avail. All the criticisms come form comparing my hand drawn exterior renderings to the computer illustrations. Everyone is fine with everything except for "those funny looking plants (ie. Shreiber Nursery, or opacity mapped trees). I guess, untill the hardware can realistically ($) catch up to the software, there will always be a problem. Thanks for the input. Nick P.S. Are these photos of trees or computer generated renderings of trees that you use for your maps?
#194728From: Stephen C. LevyOct 10, 1995 3:02 PM
Nicolas, The project I was referring to, the co. had Silicon Garden, I used its Forest setting, individually shift-rotated about 3 doz. trees. It was for 640×480, 8-bit color flythru at apparent speed of a car doing about 35 mph. The extra planes worked to really improve the "3D-ness" of the trunks. Most foliage was high enough to be peripheral. SCL
#194703From: Mike KelleyOct 10, 1995 10:18 AM
You might also look at "Inside 3DS" in which a sample script (written, I think, by Jonas) rotates the flat planes of a whole group of objects so they keep their faces toward the camera. This technique is mentioned specifically for using tree "planes".