Author Topic: Forests, grass and how it can be done  (Read 2593 times)

HighFish.DE

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« Reply #15 on: October 21, 2005, 01:14:49 pm »
A forest would be, indeed, good as hell! To fasten the process of creating one I\'ve searched for an old URL I found on the topic of \"Image-Based Rendering of Vegetation in Real-Time\".
This method of rendering a tree is very simple. You have a model of an very detailed realistic tree with thousands of polygons on it. Now you make shots of this tree from different angles and you use this slices together with blending to simulate one single tree.



With that technique you can actually render a lot of good looking trees. You only have to change the first step. Instead of making one very detailed model of an tree you have to make x models. An example:
If you create two different models for each of four different tree-breeds you have already 8 completely different trees. If you mix em up, change their color a little bit and vary them in height (which is very easy because you only have to make the polygons bigger/smaller, not the slices) you have a forest that looks different from tree to tree.
Storage isn\'t that much of a problem I think, because the slices won\'t take that much space.

Edit:
Very interesting link, if youre in modelling plants .
« Last Edit: October 21, 2005, 01:17:23 pm by HighFish.DE »

DaveG

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« Reply #16 on: October 21, 2005, 09:30:37 pm »
Wow, there seems to be allot of stuff out there on making plants with fractals in 3D.  So, it has been done, but it seems not many games have used it.  Another link I found shows how you can combine tree models with a set of static backgrounds to produce a realistic looking forest:  How to Render a Forest in 3D

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