Forests in maya mental ray.


#921

Agreed, Hamburger… I’m going to approach the spPaint3D creator about the possibility of doing a texture-based raycasting. Where it would fire a user-set resolution of rays and place the instances based on a grayscale map or something… I don’t know. It’s gotta be possible.

I did just read that Carbon Scatter for Maya was released though; never got accepted for beta, possibly due to my constant bashing of Vue awhile back. But I have low hopes for that solution; if it’s half as buggy or wonky as Vue itself, nothing but headaches. Perhaps they have a demo up already, maybe worth a shot like others have said.


#922

i try this script but i have the same problem. All my ram it uses. :slight_smile:

My only hope is:
"HelloMultiScatter is only for 3ds max


[i]version for Maya is sheduled to be released by the end of summer

[/i]
thanks
Anvar"


#923

just want to let you know that the z-depth problem finally is solved for me and I tried several DOF plugins. I liked the Sapphire the best when it comes to setup the DOF. But Lenscare works the best with a 32bit float zdepth. (Not perfect either but good enough) :thumbsup:


#924

beautiful, now, a tutorial on all of the greatness in this thread, please :smiley:


#925

That looks awesome Mathias …
agree with Howard a tutorial please …
great thread!


#926

Can’t wait to see some deep compositing DOF tools… I’ve been reading about Nuke’s new toolset and OpenEXR 2… Should make you foliagephiles very happy!


#927

Awesome picture, Mathias!


#928

thanks guys but it’s not finished yet… what do you want to know @tutorial? :surprised


#929

Object spreading method, leaves and grass shading networks, memory settings, problems that you had and ways of solve… compilation of forest thread actualy:)


#930

what new toolset and where can I find info about openExr2? :buttrock:


#931

I really like your work m0z, maybe u can tell us a little bit about your Lighting and the shading network, especially for the tree in the far right it looks very realistic.


#932

I guess Maya doesn’t support openEXR2 yet right? out of the box …


#933

Check out threa[d] , an easy, free and cool tree editor. It’s mainly thought for realtime graphics but definitely worth to see it.
After trying it a bit I thought, if only PaintFX was to be reorganized it should look at this for comparison.
Threa[d] exports to .x, .obj or .b3d, or have a 3ds Max importer.
:thumbsup:


#934

Tree[d] has the best viewport of any of the tree-editors/creators by far. Only problem is that the trees really suck; very few options and no sky-sensitive leaves. You cannot produce realistic trees without biological accuracy; the eyes know it for a lie, no matter how colorful it may be. Great for distant background trees though! I like it, and at the price it’s great. Perhaps in time it’ll grow and have some botany behind it too!

Regardless, good lookin’ out Arkanoid. Thanks for the link!


#935

Fully agree Infernal. It was more the interface that pleased me. Also realtime geometry hardly can stand in front of a camera.
At present which you guys regard as the best choice for hi quality closeup trees?
I mean both generators and libraries. (excluding 3ds plugins)
I think even Blender could be an option if it has a superior plugin with good export options.


#936

for me definitely onyx broadleaf standalone -> obj -> maya. and for reeeal closeups the obj in mudbox and sculpting the bark. and now with maya2012 you have vector displacement in MR. :deal:


#937

I also am not as prolific at modeling or scripting trees as Tastao_wayne. Onyx is the most viable and realistic solution, it’s only real limitation being that you can’t adjust the phylotaxy completely, so you can never make a true maple, for example. But otherwise, it’s the best I’ve found as well.


#938

Ok thanks. I think I was avoiding that just for the site lol. Does it work well with branch junctions?


#939

Wow THAT is a piece of software! Oh weird! It’s a 3ds plug… :smiley: :twisted:


#940

Hi everybody, just want to share you my little script tool: ys_MRProxyGenerator.

I learn a lot from this thread, and now I wrote a little script tool that gives you an easy way to generate mentalRay’s proxy files, including mipBinaryProxy and assemblyProxy files.

You can find this little tool and get more info from here.

Cheers!:slight_smile: