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Now the trees are basically made by plug-ins, which can achieve realistic appearance and even animation, and the wireframe (outline box) is just a simplified display method, in order to reduce the burden of view display (any object can be displayed as a frame box). Usually such a plugin simply puts a tree in the view (like the box) and automatically solves it into a complex tree at render time.
Commonly used tree plugins:
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If the tree is not a whole, merge it into a whole, and then, click on the tree, right-click, object properties (Chinese means object properties), pop up the dialog box and check in front of display as box (Chinese means to display as box).
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Use transparent textures. It is necessary to have two stickers, one is colored, but the background must be black, and the other is made to fill the colored part in white, and the background behind it is still black.
Paste the colored image inside the diffuse channel, and post the back one inside the opaque channel. That's it.
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Create a box, convert it to a polygon, then give it a modifier called substitute, and click pick scene object or select xref object to select the model of the tree. In the pop-up dialog box, select Yes, and then remove the in viewport check from the display in the modifier. At this time, the tree in the scene can be deleted, only the box is left, and then press F3 to switch to the grid display, only the box mesh will be displayed, but the tree will be rendered when rendering.
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Creating some complex models with textures is one of the quickest and most realistic ways to do it. First you have to have a nice leaf for the texture, and then in the PS, fill the part except the leaves with black, and fill the leaves with all the white, so you have a black and white mask map. In 3DMAX, first create a patch plane, then add a foliage map to the diffuse channel of the standard material, then add a mask map under Opacity in the Maps rollout below, render and you've got a leaf model
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Here's how to make a 3D tree:
Here are a few methods I have tried to obtain the skeleton of a tree: Figure 1 is a fractal tree (using L-System), Figure 2 is a tree based on sketches, and Figure 3 is a tree based on point clouds.
Figure 1. <>
Figure II. <>
Figure III. <>
Although there are many ways to build trees, the core of each method is to extract the skeleton of the tree. There are many ways to obtain the skeleton of a tree, and the method of each type of tree is different, so here we will mainly introduce the modeling methods of the general 3D tree, and will not discuss each method of extracting the skeleton in detail.
There are many classical methods for the establishment of 3D trees, the typical method is to use L-System modeling, using parametric methods to manipulate complex parameters, this method is good at describing species with different plant characteristics, but this method requires a certain amount of expertise and can only control local features, not overall characteristics. On the other hand, there is a lack of interaction between the system and the environment, because the growth of plants is a complex problem, and the control of the environment is required to simulate a more slippery and realistic plant model.
This led to the creation of the Open L system. Open L-System: It is a drawback to the L-System extension to support richer environmental interactions.
The interaction between plants and the environment mainly includes spatial competition, root competition for nutrients and water, and competition for sunlight.
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There is the AEC extension in the Create Geometry submenu, where there are plants, trees, ready-made models, just click Create in the scene.
Case: Wooden flooring.
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