Started by Hetzen, February 17, 2009, 09:11:28 am
Quote from: Hetzen on February 19, 2009, 01:04:02 amI agree Confusoid. I was thinking of trying to work out something similar within the population node and object textures. But at the moment I'm still grasping at the basics of TG2. I don't think it would be beyond the capacity, because something I've always noticed with TG2 populations is the lack of variety within colours. It would be good if you could select a number of objects to fill one population, then to procedurally affect it's variance. ie, several variations on a species model, and applying a fractal colour shift, without having to set up new populations. But maybe I'm jumping the gun here a little.
Quote from: Hetzen on February 19, 2009, 01:04:02 amI also think a possible optimisation method maybe to set a canopy depth as well as a population perimeter depth, so that un-needed geometry can be ignored, to speed up renders. Again stuff for PS to think about.