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Thread: Transparency in trees/bushes models

  1. #11
    Gunnery Sergeant
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    erm... that didn't work as expected:



    I do not know what's that "treeCrown" thing... just reading a bit -and sometimes there's not much for reading on wiki- but most of the time learning by doing...

    I guess "AtoC" is used, but this picture does not tells too much about this dry bush experiment

    EDIT: Your eucaliptus are awesome... certainly it would be great to get them on armaverse we have'em -imported- here in Chile also and anybody who's paid a visit to an eucaliptus forest will never forget how it smells mmm in fact many of my child forests memories are related to these trees which are very common in our central area coastal line
    Last edited by Robster; Jun 3 2012 at 19:12.



  2. #12
    Gunnery Sergeant
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    oh ok, the ambient and the MCA were way too dark, I should have tested it out.
    Try this out, worked pretty well for the mb_tussock model;

    Code:
    ambient[] = {1.0, 1.0, 1.0, 1.0};  //increased ambient to 1.0 
    diffuse[] = {0.5, 0.5, 0.5, 1.0};
    forcedDiffuse[] = {0.5, 0.5, 0.5, 0.5};
    emmisive[] = {0.0, 0.0, 0.0, 1.0};
    specular[] = {0.045,0.045,0.045,0.2};
    specularPower = 300;
    PixelShaderID = "TreeAdv";
    VertexShaderID = "TreeNoFade";
    
    class Stage1 {
    	texture = "#(argb,8,8,3)color(0.5,0.5,1.0,1.0,NO)"
    	
    	class uvTransform {
    		aside[] = {1.0, 0.0, 0.0};
    		up[] = {0.0, 1.0, 0.0};
    		dir[] = {0.0, 0.0, 0.0};
    		pos[] = {0.0, 0.0, 0.0};
    	};
    };
    class Stage2
    {
      texture = "#(argb,8,8,3)color(0.75,0.75,0.75,0.6,MCA)"; //increased the MCA to 0.75, before it was too dark, think of it as another ambient control
     uvSource = "tex";
     class uvTransform
     {
      aside[] = {1,0,0};
      up[] = {0,1,0};
      dir[] = {0,0,0};
      pos[] = {0,0,0};
     };
    };
    //};
    yeah they're pretty cool trees, im attempting to make the messmate eucalyptus
    you can see why they're called messmate by the picture below, "because they make a mess mate"


    I like the dry brush, it looks like you could put alot of it down and still get good performance, the treeAdv shader should help it shade nicely and corrospond with a light source.

    edit: I just noticed that, that .rvmat receives no shadow, you need to use "TreeAdv" in the vertex shader and use a .can for the diffusemap, just multiply the noisey image i posted a few weeks back onto the alpha channel of your .ca and save it as .can.

    do you use photoshop?
    Last edited by mikebart; Jun 4 2012 at 11:44.

  3. #13
    Gunnery Sergeant
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    ok... I will test rvmat asap and report

    Those dry bushes are nothing but a bunch of planes... 48 polys on first ResLOD... so I can plant them all over the map and performance will be fine still... I tried to do as you teach, but I play on modo -3dsmax is a bit frightening to me- and I do not know how to make a proper render... in fact I'm quite ignorant using this stuff... so i just took pics from front, back, right, left and top views and then arrange these on PS + alpha mask... pretty amateur

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