Author Topic: Birch Tree quicky  (Read 2591 times)

Michael Betke

    Reputation: 35
Birch Tree quicky
« on: February 25, 2011, 02:12:06 pm »
February 25, 2011, 02:12:06 pm
I had some time during lunch to throw in one of my trees into a quick scene. No artistic means here. Okay maybe "save the forests" or so, hehe. ;)

It's just one model with 3500 triangles due the need of duplicating the alphamap leaves. Otherwise the tree would be around 1500. I hope Lumion will support alphamaps and billboards/lod some day so I can scatter some more with nice performance. :)

Pure3d Visualizations Germany - digital essences
Interactive 3D Visualizations for Architects, Serious Games and Simulation Developers
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newman

    Reputation: 2
Re: Birch Tree quicky
« Reply #1 on: March 04, 2011, 12:38:06 pm »
March 04, 2011, 12:38:06 pm
Your birch-trees are more good-looking then Lumion's so i hope on better times when we could put them in scenes without troubles.

Michael Betke

    Reputation: 35
Re: Birch Tree quicky
« Reply #2 on: March 04, 2011, 01:59:10 pm »
March 04, 2011, 01:59:10 pm
All we need is a two-sided material and the possibility to include two LoD models with a billboard after a certain distance.
In small scenes it's not heavy on performance and working good with duplicating the leave planes but if I work on complete landscapes it's an issue.

I think a good solution for lods would be a naming convention in the scene for export connected with a hierarchy in the 3d modeling tool. This would enable lumion to read the proper LoD model.
Pure3d Visualizations Germany - digital essences
Interactive 3D Visualizations for Architects, Serious Games and Simulation Developers
Twitter | 3D Model Shop

Re: Birch Tree quicky
« Reply #3 on: March 04, 2011, 06:13:47 pm »
March 04, 2011, 06:13:47 pm
Your birch-trees are more good-looking then Lumion's so i hope on better times when we could put them in scenes without troubles.
The birch tree in Lumion is modeled for fast performance. We have trees that look insanely good but framerate is dramatically low.

We never included them because of the high polygon count but they seem to hold up pretty well. Maybe we can create a 'high quality' category.