I really hope I can get some help with this. I´m working with some fur-based trees. As you can see in the first pictures I have several stamped-down shapes. All of these are done in the same way, they are in the same level and they of course have the same material (my fur-based forrest) assigned.
Why doesn´t the fur-trees show in all shapes? Is there some other criterias that these shapes needs to fullfill in order to work? I don´t see any pattern regarding the size or complexity of a shape showing or not showing the fur-trees. It´s random which are working and which are not! If I look from another angle it´s still the same shapes that are working/not working so it doesn´t have anything to do with the camrea-distance either.
Most grateful for all advice!
/Dan
Hi,
I'm guessing you have degenerate triangles in some of your meshes. Luxology wont apply fur to any mesh where there is a triangle with only 2 sides.
Where did your mesh originate from ?
Regards
Paul
Hi Paul!
The mesh that I stamped down my shapes on is made from a scan of the terrain in this area. Is there some way to check if I have some of these triangles and in that case fix this problem?
Thanks a lot!
If you don't mind the mesh being in smaller pieces you should be fine. In the future when stenciling for fur based materials a larger tolerance will help to prevent the degenerate triangles so less splitting will be required. Once we have a version with Paul's fix we will not need to worry about splitting meshes, the fix version will not export two sided triangles to Luxology....
Cheers,
Jerry
Just curious - how efficient are these 'fur trees'? I use traditional home-made low poly models (see image), which render quite quickly and export to LumenRT. Would your fur trees do the same? If so, I would like to know more about how to create them.
Thanks,
Max
Hi Max,
The fur trees are only going to work with Luxology not LumenRT they are fur billboards where a tree material with transparent background is applied to each strand.
Thanks Jerry - I did have a feeling that fur material wouldn't translate out into LumenRT.
Dan's technique looks appropriate for Luxology stills, but I would still like to know how well it works in animations.
It looks like a quicker way to generate large forested areas - the Populate tool is great but still requires a fair amount of work.
Here is thread for you to look at I posted movie using fur trees you will find it here...
http://communities.bentley.com/products/microstation/microstation_visualization/f/19754/t/90164.aspx