Autodesk 3ds Max Design 2009 - Particle Trees.pdf

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Autodesk ®
ds Max ®
Design
Tutorials: Particle
Trees
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Particle Trees
Trees modeled using conventional 3D techniques can produce authentic
results, but a single tree can typically include 20,000 polygon faces or more.
If you need to duplicate the tree many times, to create a forest for example,
you can be faced with a lengthy render involving millions of polygons.
There is a way however, to populate your scene with many life-like trees
without sacrificing render speed. You can do this by using a particle system
to generate a number of particles in the shape of two-dimensional planes, or
“billboards”. A map of a tree is then projected onto each billboard.
This particle method permits the mapping of different sizes and shapes of
trees and is very economical to render. But it also raises several important
issues.
Because the tree image is two-dimensional, it can be seen properly only when
facing the camera directly. If seen from an angle, it loses its realism.
Particle Trees | 167
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Left: Particle tree facing camera
Right: Particle tree at oblique camera angle
For this reason, the flat plane on which the image is mapped must be
continuously re-oriented toward the camera as the camera moves around the
scene.
Particle tree continuously faces the camera
Another consideration is how your two-dimensional particle trees cast their
shadows. If the light source (usually the sun) does not directly face the billboard
plane, the tree will cast an unrealistic oblique shadow, as shown in the next
illustration.
Light source causes the particle tree to cast a shadow at an oblique angle
168 | Chapter 3 Modeling Tutorials
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