Import XFrog Tree Issues

Started by MGebhart, November 14, 2009, 06:21:58 PM

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MGebhart

Hi All,

I spent some time working in XFrog building a simple tree. Then I imported it in T2 and rendered. Of course it came out wrong.

1. I had to go into the Internal Network shader and turn on Use Alpha Channel
2. Select the leaf image for the Opacity
3. Unchecked Unpremultiply Color

I need to know how to have the tree import without having to go through the extra steps to make it look correct. Also, how can I convert this tree to a .tgo file. Is there a SDK for T2 and is it used to convert .obj to .tgo?

It is my hope to create a good sized tree library to share with the community. I took a look at Walli's tutorial however, it is yet to be complete. But, now I know the process to create the leaf and alpha channel using Photoshop. Thank you Walli.

Thanks for any help and ideas.

Marc

note: I didn't map the trunk in XFrog properly. I will fix this later.
Marc Gebhart

Dune

I stumble across the same problem, but not always. Sometimes I have to import the alpha image, sometimes not. Also, I usually need to increase the transparency (from 0).

But the conversion to tgo is simple; just rightclick on the object node and 'save as', then name it 'whatever.tgo'. Perhaps Poseray will help, but it should be possible to do it right in XFrog in one go, I guess.

---Dune

Walli

I personally always "finalize" my objects inside Cinema4D, before I export. This way I can set up everything to my liking. But apart from that, if you use the Xfrog option during import into Terragen, most of the work should be done automatically. For example the alpha channel should be activated and so on.
Be sure that nothing goes wrong with your texture paths, some special characters are ginored by Terragen