Planetside Software Forums

General => Terragen Discussion => Topic started by: rcallicotte on June 06, 2008, 08:34:26 AM

Title: Grasses
Post by: rcallicotte on June 06, 2008, 08:34:26 AM
http://www.cornucopia3d.com/purchase.php?item_id=2227

I'm pretty sure the recent grasses created by a few people on here (for free, no doubt) are better than anything I've seen.  Anyone see this particular grass in the URL in action?
Title: Re: Grasses
Post by: inkydigit on June 17, 2008, 07:43:56 AM
looks good as presented....
Title: Re: Grasses
Post by: rcallicotte on June 17, 2008, 07:51:48 AM
But, I don't have Vue, so it's beauty is for naught...for me.   ;D
Title: Re: Grasses
Post by: inkydigit on June 17, 2008, 10:35:05 AM
I agree....still nice grass is nice grass!!
:)
Title: Re: Grasses
Post by: moodflow on June 17, 2008, 04:59:06 PM
When I used to own Vue, I downloaded and tested some of these grasses and they were amazing.  Pulling the same off in TG2 is still harder at this point, in my opinion.  I even tried to download and save these as .obj, but the conversion process didn't work well.

This is one reason why I feel TG2 should "eventually" support procedural foliage - which would work similar to Vue's "Solid Growth" technique - which makes each instance unique and very realistic.  I am unclear on if this would save on memory due to no more populations.  TG2 may treat each instance similarly to how it treats fake stones. 
Title: Re: Grasses
Post by: lightning on June 17, 2008, 05:02:28 PM
agreed...
Title: Re: Grasses
Post by: bobbystahr on June 17, 2008, 07:01:07 PM
Quote from: moodflow on June 17, 2008, 04:59:06 PM
I even tried to download and save these as .obj, but the conversion process didn't work well.

Ahh moodflow....obj was your mistake...I use VueInf6PLE and I export as .3ds and it allows the saving of colour, bump. and alpha maps as well as geometry which convert very nicely in PoseRay to an .obj that TG2 recognizes. I think I might even have one in the free stuff at ashundar that I did. I posted a whole folder of usable Vue Converts there as a matter o fact....checkem out.. ...
Title: Re: Grasses
Post by: Christopher on June 17, 2008, 09:17:39 PM
TG2 very much needs procedural flora some day. Vue is ahead in that regard. We need better competition in that area. Memory should be to much of a real issue i'd think. It's only one tree but thousands of instances per population at render time. Even better instead of using imported textures for the flora there would be a flora procedural texture editor. Open up the editor and bam, there liys a leaf texture editor based on l-system/other noises, bark editor and branch texture editor. This editor would support displacement textures, leaf veins on a tiny scale, SSS, color jittering, well... i can dream.    ;D
Title: Re: Grasses
Post by: Lex47 on June 18, 2008, 09:16:23 AM
Hi,

The renderer Flamingo (www.flamingo3d.com) has some nice features worthwhile looking at.
It comes with a lot of its own plants and the can be tuned to the season. The summer version of a tree is different from the same treee in winter. All within one setting.
Helas Flamingo only works with Rhino3D.
Maybe things or ideas can be combined.

regards
Lex