Pavlov
09-16-2003, 04:58 AM
Hi all,
i'm working on a large scene with hundreds of trees.
3D trees are to heavy, and simple mapped planes are not enough since i need to animate the camera.
So i went out with this trick... it's 90% functioning, maybe someone can improve it, or even make a Lscript to automate the whole process !
- take a 3D tree into an empty scene
- rotate it of 360° in 360 frames (for example), so you get an image for each degree.
- Render the sequence.
- Now, in Modeler create a plane which fots the tree and UVmap it. Map the first rendered tree on it.
- In modeler, clone the plane and rotate it of 1°, keeping the trunk as rotation center. UVmap this plane with another name (this will be useful when we'll apply clip maps in Layout) and assign it the second map.
- Do it for each map; you'll end with 360 spinned poygons. BTW, after 180 you'll need to slightly move polygons to avoid overlappings.
- Now go to Layout. Here come the problem. Well, i need to make each plane totally transparent or dissolved if camera incidence is >1. this way, you'll always see tha plane directed toward the camera, and if you move around the tree it should look nearly 3D.
The problem is: Dissolve channel has not a Texture; Clip map has gradients, but there's not a "camera incidence" parameter; Transparency should work, but we'll go far beyond LW's 24 transparency planes.
The second problem is memory: 360 tree maps (with 32bit each) need a huge amount of memory. Maybe someone can come out with a solution... like transforming the sequence into a movie.. dunno.
If we solve these, we should have a good compromise between 2D and 3D trees.
Let me know
Paolo Zambrini
i'm working on a large scene with hundreds of trees.
3D trees are to heavy, and simple mapped planes are not enough since i need to animate the camera.
So i went out with this trick... it's 90% functioning, maybe someone can improve it, or even make a Lscript to automate the whole process !
- take a 3D tree into an empty scene
- rotate it of 360° in 360 frames (for example), so you get an image for each degree.
- Render the sequence.
- Now, in Modeler create a plane which fots the tree and UVmap it. Map the first rendered tree on it.
- In modeler, clone the plane and rotate it of 1°, keeping the trunk as rotation center. UVmap this plane with another name (this will be useful when we'll apply clip maps in Layout) and assign it the second map.
- Do it for each map; you'll end with 360 spinned poygons. BTW, after 180 you'll need to slightly move polygons to avoid overlappings.
- Now go to Layout. Here come the problem. Well, i need to make each plane totally transparent or dissolved if camera incidence is >1. this way, you'll always see tha plane directed toward the camera, and if you move around the tree it should look nearly 3D.
The problem is: Dissolve channel has not a Texture; Clip map has gradients, but there's not a "camera incidence" parameter; Transparency should work, but we'll go far beyond LW's 24 transparency planes.
The second problem is memory: 360 tree maps (with 32bit each) need a huge amount of memory. Maybe someone can come out with a solution... like transforming the sequence into a movie.. dunno.
If we solve these, we should have a good compromise between 2D and 3D trees.
Let me know
Paolo Zambrini