torebjerkan
10-10-2007, 10:25 AM
I'm trying to create a forest on a quite dramatically sculpted polygon surface(terrain). I using particles with emit from surface. For placement I've used Texture Emission attributes and activated Texture rate and emit from dark. I want of course the tree-trunk pictured on the sprite to stay firmly planted on the ground. I dont want the tree-trunk to go below the terrain and I dont want it to hover over the ground. I've tried to find the correct values using the min-max distance setting them to the same values. This approach would probably work if I had a flat surface or just one tree, but as we all know one tree does not a forest make. At the moment some of the sprites are hovering over the ground while some still grow from the proper point on surface. This is due to the parameters I've put in the Min/Max distance. Why can't all sprites stay the same distance from the surface when the Min/Max distance values are equal? Shouldn't they be? All I want is to have all my trees firmly rooted on the ground. That means preventing tree-trunks from going below the surface and preventing them from floating above the surface. Any suggestions how to sovle this? I'm getting the feeling they didn't have trees in mind when they implemented particle sprites into Maya. Conserve is of course set to zero so my trees dont go flying off.
Edited post:
I was thinking about one solution was to create an invisible emitter surface independent of the one I am going to render. That way I could manually adjust the height of the emittet sprites after I hav e saved their initial state. Is this a common way to tackle these kind of problems?
This is sort of step one. I have to get the above nailed down first.
Next I will have to think about trees of different sizes, meaning differently scaled sprites.
What about different kinds of sprites, meaing tackling a forest of different sort of trees.
NORMAL SPEED does influence from where my trees are grown. My god, this is good to know. Appearently setting just conserve to zero isn't enough.
Edited post:
I was thinking about one solution was to create an invisible emitter surface independent of the one I am going to render. That way I could manually adjust the height of the emittet sprites after I hav e saved their initial state. Is this a common way to tackle these kind of problems?
This is sort of step one. I have to get the above nailed down first.
Next I will have to think about trees of different sizes, meaning differently scaled sprites.
What about different kinds of sprites, meaing tackling a forest of different sort of trees.
NORMAL SPEED does influence from where my trees are grown. My god, this is good to know. Appearently setting just conserve to zero isn't enough.
