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Problem in crossing overlay texture

Q and A about functionality and how to solve a special task for your application.

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allen hyoga

Problem in crossing overlay texture

Post by allen hyoga » 07 Jun 2013, 06:02

As we known,the experience in making a big scence which includes lots of buildings and plants, we use the cross piece to do a Tree,to do lots of trees.However,there are different between ventuz and 3dmax.The texture with alpha channel will be exposed when crossing other texture, so the tree looks flaw very much...but in 3dmax everything is OK.Do you konw how to make a flawless tree in ventuz ?

thanks for any advice.
AllenH
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Daniel Willer
Posts: 309
Joined: 06 Jan 2012, 18:12

Re: Problem in crossing overlay texture

Post by Daniel Willer » 07 Jun 2013, 09:47

The problem ou have is the drawing order. Unfortunatley there is no way in Ventuz to change the drawing order in the hierarchy dynamic but there is a Z-Sort node in the World category that should fix your problemes.

Cheers!

gabrielefx
Posts: 169
Joined: 16 Mar 2012, 19:01

Re: Problem in crossing overlay texture

Post by gabrielefx » 07 Jun 2013, 14:45

billboards is the answer.
in some cases I use it a lot with Forest Pack Pro in Max, specially when I put people billboards
For trees it's better to use few polys 3d models, you can navigate the model from the top.

Would be nice to have a scatter node in Ventuz. Probably exists but I didn't found it.

allen hyoga

Re: Problem in crossing overlay texture

Post by allen hyoga » 08 Jun 2013, 04:24

Hi, All.Thanks,the way(z-sort) you recommended works!
There is just a little inconvenient to make separate tree(with mesh) again in Ventuz even if I rendered the whole AO texture for the scene in 3D max. However,I can solve my problem. : )

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