So this might seem like a stupid question, but how do you insert trees in your render?
Du you just place your .png or .tif in the model and render or is there another approach?
RPC trees are good for still renderings.
You can buy them or make your own with a RPC creator from Archvision.
you can use google warehouse model or other 3 d model but there's increase render time
by the way to the Trees topic > ther's Unreal game development kit http://developer.nvidia.com/object/udk.html and install with SpeedTree modeler and you can export tree to microstation by obj
there are few commercial application that generate highly realistic trees - Speedtree, Onyx Tree, Bionatics. All of them can export generated geometry as 3DS or OBJ, which can be then used in MS as pre-textured models
there are also lots of polygonal models of trees available for free on the net. RPC trees are OK, unless you make rendering from the top, or you need to make some pictures with detailed tree geometry
I feel that as an architect I'm wasting my time modelling trees and plants instead of making my building look better, wouldn't the modo community be a good place to lever out this sort of "organic" modelling? Of course this would require us being able to reference thier file type...
Personaly I take 2d / rpc trees for projects with a tight deadline. For projects where I can spent more time or for animations I prefer 3D models. You can find a lot of high quality models here. Place them as shared cells, this decreases the render time and increases the stability of you're model.
Yeah... personnally I'm err.. petrified... of high poly trees, my PC barely copes with rendering the building...
Here is something I'm trying to develop using simple shapes and the fur material...
That looks very good Robert.
Have you ever tried to place a high poly tree as a shared cell and use copy's for the other trees in you're project? If you put fast cells on the model stays very workable, even on a lower-end-computer. Rendering goes also very fast since the Luxology engine handles the cells as instances.
In the testrender shown below, I've used a model with 50 high poly trees on a computer with 4 Gb Ram. (1024x768 - Exterior good - Rendred in 7 minutes on a Core2Quad)
How do you convert the models from XFROG to Microstation?
This is what I'm trying to do, but I see our flex, root bend doesn't accept negative values, and a few other options like map for root bend and direction are disabled. So fur cannot grow away from gravity...
GC here I come...