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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THE FORUMS ARE CLOSED!
Please join our discord server HERE!! << click me
We are shutting our Ventuz Forum, but don't worry, it will all be archived for you to search in if you have a query. From now on, please add all your comments, questions or observations into our Discord Server
Thanks for the great time - see you on discord!!
Dee, Karol, Daniel and the whoooole Product and Support team!
Problem in crossing overlay texture
Moderator: Support
Problem in crossing overlay texture
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- tree.vza
- (1004.07 KiB) Downloaded 332 times
- Daniel Willer
- Posts: 309
- Joined: 06 Jan 2012, 18:12
Re: Problem in crossing overlay texture
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!
Cheers!
-
- Posts: 169
- Joined: 16 Mar 2012, 19:01
Re: Problem in crossing overlay texture
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.
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
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. : )
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. : )