Hi all
Just added a Horsechestnut tree to my collection of TGOs up on my website. Not sure if its up to realy close viewing as I've only used it for distant pops so far....
Feel free to use and abuse. Get it here http://www.gintdev.co.uk/mr-miley/tgos.html (http://www.gintdev.co.uk/mr-miley/tgos.html)
Ta
Miles ;D ;D ;D
All right!
;D
alright......let the abuse begin!!!
I'll call the environmental police ,-) Thanks MileyMouse!
Thanks mr-miley.
Thanks.. haven't used any of these in anger yet.. but they will be invaluable for future projects.
Rgds
Chris
Nice one Miles, many thanks. ;D
Neat! Okileydokiley ...
nice one Miles!....invaluable resources!! :)
Truely a invaluable resource Miles Thanks ;)
Thanks for providing those for us.
Thanks mr-miley for providing these for us to use, it's nice to have some more trees to use apart from the free x-frog ones.
Did Harvey create this one as well? If so just as many thanks to you for creating these in the first place, you really seem to have the Arbro software figured out. Must try that one day.
recK, I'm not letting that accursed Ashundar Artists (AKA Harvey) get away with claiming this as his own (only joking Harvey ;D )
This is one of mine, done, I think, with Onyxtree Broadleaf if I remeber corectly (Mind you I can barely remember my own name so... ??? )
To all the other thankers out there (NO! I said THankers) Ta very much for signs of appreciation and I'll post some more bits as soon as I get time
Miles
That old chestnut again... ;D
Mr. Miley - did you see BobbyStahr's tip about using 24-bit grayscale versions of the bark for displacement instead of the original bark images themselves? It really makes a difference. Anyone out there who has already downloaded the stuff I did should make this modification to their tgo's - it is a noticeable improvement. ;)
Oh so this one is yours, I thought you two were some kind of double act, one creates the trees the other hosts them. Didn't realise you dabbled in the tree creation side as well mr M.
Harvey. I didn't think bumpmapping worked. I shall have a go immediately and if it looks good, I'll update the horsechestnt and any others I've got up on my site
reck... Harvey and I were a double act for the last lot we posted, and I have no doubt we will be for the next lot that Harvey creates. I've got the web space so I may as well put it to good use ;D
OK all, I have updated the Horsechestnut.zip file on my site with the new one containing the bumpmap for the bark. I have also updated the preview images as well.
The link is http://www.gintdev.co.uk/mr-miley/tgos.html (http://www.gintdev.co.uk/mr-miley/tgos.html)
Ta
Miles
Oh, it works, all right. Check out the two images. The first has a displacement on the bark of .005 meters - relatively smooth. The second has a displacement of .5 meters.
<edit>
The third has displacement set to .5 meters, and uses the color map as the displacement source, instead of the grayscale version. The difference between the second and third doesn't really look that profound, but with reasonable displacement values the color-based displacement looked blurry, less distinct.
</edit>
And it's really displacement mapped, if I'm not mistake. It's not applied as a bump-map. And the grayscale thing makes sense, if you think about it - that way all the components of a displacement vector are the same magnitude, unaffected by the color. If the unequality of the color components carries over to the displacement vector components, you get ... inconsistent? ... results.
The tree in the image is one of two new smaller palms I just did. The scene I'm working on is heavily displaced and it's difficult to get populations to sit correctly, and if I try to vary the scale it affects the offset I need to get the pops right, so smaller trees disappear into the terrain. So.. I made smaller models I can mix with the big ones, using a fixed offset, and it looks pretty good. Give me the word and I'll send 'em over.
:)
<edit>
That figures. About an hour after I finished putting the final touches on the smaller palm models I found the problem with the terrain displacement/compute terrain discrepancy. Now stuff sits exactly on the terrain, and I can use the built-in size variation feature, largely eliminating the need for the smaller models to begin with.
::) :D
</edit>
Quote from: mr-miley on September 17, 2007, 10:01:07 AM
OK all, I have updated the Horsechestnut.zip file on my site with the new one containing the bumpmap for the bark. I have also updated the preview images as well.
The link is http://www.gintdev.co.uk/mr-miley/tgos.html (http://www.gintdev.co.uk/mr-miley/tgos.html)
Ta
Miles
Hey that bumpmap looks really good on the horsechestnut. Downloading now...thanks!
Besides that this is great work....*lol*
I have a question about the bumpmaps:
If you import an object and with it all the shaders...where do I place the bumpmap? As displacement ???? I´m not sure where the right place is for it....
Thanks in advance for the answer guys
Aenea
Yes, it is used as the displacement image.
not bad... but on real palms the displacement should angled upward at least 45% ;D
It depends on the species, actually, and there is quite a variety. This was meant to be a 'Sea Palm' of the sort one would see in the South Pacific. Those have fairly smooth trunks. (Although I ended up using them in an oasis scene... oh, well...)
:)