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bigstick

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Reply with quote  #16 
I think we have a masking issue with transparent pngs with V2. It isn't in the slightest tolerant of images that aren't masked in the correct way.

I don't think they were created with V2, because in many cases we seem to have texture distortion.

I'm looking at plants at the moment, and have attached a V2 render of my first test.




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png birch_summer_type2_2011-08-11_22444100000.png (537.15 KB, 85 views)


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DavorP

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Reply with quote  #17 
That looks really nice.
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olishea

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Reply with quote  #18 
There was no other plausible way to make medium-poly 3D trees. With regards to leaf transparency, I tested reduced texture opacities but it multiplied render time quite a lot. V2 can render the textures on their own, but when there are lots of transparent PNGs it seems to display black faces or missing faces. You can render the trees quite quickly with 1.7 but V2 struggles with the PNGs, I'm sure the issue will be ironed out. Couple of pics rendered in 1.7. 



60 conifers in the below image


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Oli
bigstick

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Reply with quote  #19 
Oli, it's unhelpful to post any v1.x renders when talking about issues related to png transparency.

V2 is very strict in how it handles these issues. Trees that render fine in the old engine just don't work the same way in v2. I started modifying these trees because I was unhappy with both appearance & performance.

It's not just the process of creation of the png files (which need to be created using Photoshop's 'Save for web & devices' as png 24 with transparency not simply saved) but also the number of textured faces.

The conifers are my favourite trees, but like Davor, I've had problems with some of the broadleaved ones.

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olishea

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Reply with quote  #20 
I can't think of any other way of creating them with less faces....I was posting to just show how the textures should look. This is a similar technique to how they make trees for the computer games industry. There is no quick way of doing it, each trunk and branch is individually sculpted and PNGs placed manually with reference to photos.  I assumed that if v1.x can handle them, then V2 would be able to handle them in a similar way. The time it takes for V2 to render the trees is a major issue though, cannot think why it takes so much longer...and there aren't many other ways of creating a reasonably realistic tree with such a small file size. Normally lots of identical components render very quickly....it's not as if each branch is unique....the way V2 handles components may be an issue too. Some sort of instancing would be the way forward for a V2 compatible series of trees. 

Some PNGs were saved in photoshop, some saved in Preview so perhaps thats why there are a couple of issues? 

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Reply with quote  #21 
Instancing is the way to all the 3d tree matter. Its on the list!

Components or not, it does not matter to Podium, geometry is geometry. For now

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DavorP

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Reply with quote  #22 
Please Oli don't remind us of this.
Here's an image with 45 trees rendered in 36 minutes with v1.7

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jpeg 20091108022959_36m13s.jpg (368.92 KB, 83 views)


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jdagen

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Reply with quote  #23 
I realize this is an old thread, but is there a place to find the RGB colors you are using for your light colors that you created, so that custom lights we create match? In version 2 there is no place to aquire the light color, only the ability to change the color. Thank You.
DavorP

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Reply with quote  #24 
Open Podium Light System and select the light you want RGB value to see. It might be best to use outliner and navigate to light-spot or light-point component and select it. In the Podium Light System window click on the ... button by the color box. A color window should open. There you can see RGB and HSL values of the light color.
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