
| 3dtrees is a collection of texture/opacity mapped tree objects. They are constructed using Discreet 3D Studio MAX. They are intended for use in 3D Studio MAX and 3D Studio VIZ models. By performing a merge in either program, 3dtrees become a part of a mesh artist's model. |
| 3dtrees provide an alternative
to mesh trees where all of the leaves and branches are described by faces. Although mesh
trees look very nice they can hog memory and bog down the rendering process. However, 3dtrees
operate much leaner conserving memory and speeding rendering times while still producing
very photo-real renderings. Since 3D Studio MAX/VIZ consumes memory every time an object or new texture map enters the scene, 3dtrees benefit mesh artists who already have a detailed model under construction. With these low face count trees a mesh artist can populate a model with hundreds of trees if needed. By rescaling, rotating and distorting a single 3dtree species, other plant forms can populate the scene without loading large number of faces. A richly landscaped scene can result with as few as 4-6 different 3dtree species occurring within groups of several hundred copied trees. |
| Texture maps which give 3dtrees
their wonderful detail are more or less 800x600 pixels. They were carefully photographed,
film scanned and retouched at a much higher resolution then sampled down to the 800x600
map size. This provides enough resolution to capture vegetation detail without consuming
large amounts of memory. When many tree types populate then the large number of texture maps starts consuming memory. If the diversity is needed and memory is running short, then consider reducing the resolution of bitmaps as needed. Consider this for any trees located near the rear of a scene where detail is not needed. If this is done, carefully create new maps in an image editing program taking care not to overwrite your original maps. Rename the diffuse and opacity maps in the materials editor to reference the new files that you have created. |
| 3dtrees can render with either shadow map
shadows or raytrace shadows. For projects where it is important to have a shadow but not a
crisp shadow, use shadow maps. 3dtrees contain just enough faces to cast a
rough tree silhouette in shadow map mode. For the best shadows, those which look exactly like the texture map, use raytrace shadows. 3D Studio MAX/VIZ scan line renderer can cast a silhouette that appears exactly like the texture map. To obscure their planar construction, 3dtrees self illuminate and they do not receive shadows. If you edit the bitmaps in an image editor you will notice that they are quite dark. Do not brighten the maps as the darkened image is corrected by the self illumination setting in the materials editor. Always maintain some significant amount of self illumination because without it, the planar surfaces of the object will begin to show. Using 3dtrees in a darkened night scene will require a lower self illumination setting in the materials editor. Consider excluding 3dtrees from the illumination and/or shadow casting object list of a light source if you start to see the planar construction. Avoid placing your light source directly above the tree. This will cast a cross shaped shadow. 3dtrees cast the best shadows when the light source strikes the object at about 45 degrees. |
| The detail of 3dtrees is determined by their bitmaps. Take care to maintain some distance between the camera and the 3dtrees so that they remain sharp in your renderings/animations. |
| 3dtrees produce a blurred planer surface
on a portion of the tree when one side of the tree is turned at about 10 degrees to the
camera. You can turn the tree slightly to remove this or just paint it out with a cloning
tool in an image editor. In animations the camera is moving so this is less noticeable. Fog settings are disrespectful of the transparent portion of 3dtrees. This makes the tree appear to have a smoky ghost around its perimeter. Place fog into areas beyond the vicinity of your tree plantings or avoid the use of fog. |
| 3dtrees can be opened directly with Max 2.0 or higher, Viz 2.0 or higher. |
| Visual Environments, Inc. |
| P.O. 1263 |
| Elizabeth, CO 80107 |
| 1 303 646 2985 VOICE |
| 1 303 646-9464 FAX |
| e-mail mark.button@visenv.com |