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Problem in crossing overlay texture

Posted: 07 Jun 2013, 06:02
by allen hyoga
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

Re: Problem in crossing overlay texture

Posted: 07 Jun 2013, 09:47
by Daniel Willer
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!

Re: Problem in crossing overlay texture

Posted: 07 Jun 2013, 14:45
by gabrielefx
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.

Re: Problem in crossing overlay texture

Posted: 08 Jun 2013, 04:24
by allen hyoga
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. : )