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- TreeObjects: Conifer.i3o
- Tree(A).i3o
- Tree(B).i3o
- Tree(C).i3o -- Imagine 3.0 object files
-
- Tree(A)_Trunk
- Tree(A)_LeavesA-F
- Tree(B)_Trunk
- Tree(B)_BranchA-B
- Tree(B)_LeavesA-I
- Tree(C)_Trunk
- Tree(C)_BranchesA-C
- Tree(C)_Canopy
- Tree(Conifer)_Trunk
- Tree(Conifer)_BranchA-C -- Lightwave object files
-
- Tree(A).lws
- Tree(B).lws
- Tree(C).lws
- Tree(Conifer).lws -- Lightwave scene files
-
- LowRes: BarkBump
- ConiferAlpha24.iff
- ConiferBranches24.iff
- LeafAlpha
- LeafSummerGreen
- LeafyCanopy24.iff
- LeafyCanopyAlpha24.iff -- 24 bit IFF brushmaps in 320 x 320 format
-
- HiRes: BarkBump
- ConiferAlpha24.iff
- ConiferBranches24.iff
- LeafAlpha
- LeafSummerGreen
- LeafyCanopy24.iff
- LeafyCanopyAlpha24.iff -- 24 bit IFF brushmaps in 640 x 640 format
-
- Description:
- ============
- These object files and image maps will produce very realistic looking trees.
- The main intent in producing these tree objects was to produce a convincing
- tree with minimal geometry but lots of detail. The object geometry is very
- simple -- in fact, you may wonder how the trees end up looking the way they
- do based on what the objects look like! A combination of colour and
- transparency mapping, and simple object framework for these image maps
- produce highly detailed, three dimensional trees that hold up to even close
- camera placement.
-
- Four different types of tree are included in this archive. I don't
- have names for these trees, since they are not based on any particular
- species of tree. These are just four different "looks" based on trees that
- I have looked at in nature.
-
- Conifer is your basic coniferous (pine) tree with slim branches and
- needles like we get up here in the wild north.
-
- Tree(A) is a bushy tree with branches coming from a central point in a
- single trunk, radiating in all directions. It looks like a fruit bearing or
- ornamental tree.
-
- Tree(B) is a standard type of tree like we have lining most of the streets
- in this city. Its trunk splits into three and the branches radiate from
- these trunks in a basically vertical direction.
-
- Tree(C) is a fantasy tree based partly on how trees used to look millions
- of years ago, and partly on how some trees in boggy or swampy areas look
- today. It has a long, bare trunk that ends with a rounded cap of leaves
- and branches. It is the least realistic of the trees included here.
-
- Instructions:
- =============
- You will need to make an assignment to use these tree objects. You can put
- the image maps anywhere you like on your system, but you need to assign
- "TreeMaps:" to that location so that the rendering program can find the
- files it needs when it goes to render the trees. I have included two versions
- of the required image maps -- the "HiRes" directory contains 640 x 640 sized
- imagemaps which are required if you want to retain maximum object detail in
- your final renders. The "LoRes" directory contains 320 x 320 sized versions
- of these same image maps for use when the trees are not very close to the
- camera, or where memory space is at a premium. I have found that these low
- res maps will produce adequate looking trees even at close range, but the
- anti-aliasing of the transparency map can produce white ghosting on the
- edges of the leaves and branches.
-
- Simply assign "TreeMaps:" to whichever versions of the image maps that you
- wish to use. There is no need to edit the mapping attributes in the objects
- themselves.
-
- Imagine Instructions:
- =====================
- You really don't need to do anything else to use these objects in Imagine.
- Imagine groups are self contained in the object files. You can load a
- single tree object into the Imagine 3.0 stage editor and then clone as many
- copies as you like, position and scale each one independently to create as
- many trees as you need. If you need cast shadows, you'll have to use
- raytracing, which can be slow.
-
- Lightwave Instructions:
- =======================
- Place the tree objects in the Objects/Landscape directory in your 3D
- directory. Place the scene files in your scene directory. To load a tree
- into a scene, use the "LOAD OBJECT FROM SCENE" option in the object loading
- requestor. This will keep the object heirarchy, mapping, and clip mapping
- options intact. For example, to load a "Tree A" type tree, go to the object
- requestor, choose "Load Object From Scene" and then load "Tree(A).lws". You
- will see a requestor asking you if you wish to load lights too. Answer no.
- You'll need to do this for each tree you wish to load. The objects are
- parented to the tree trunks -- to move a tree, select the trunk object for
- that tree in the object menu, and the rest of the tree will move with it.
-
- The Lightwave versions use "object clipping" instead of transparency
- mapping. This is to allow for the use of shadow mapping, which will result
- in very fast render times, even with cast shadows. Unfortunately, object
- clipping does not recognize antialiasing in the clipping map, so I really
- recommend against using the lowres versions of the image maps with
- Lightwave. Even with the hires versions of the maps, there will be some
- aliasing errors evident if you get the camera very close to the objects.
- This is particularly true of the conifer tree.
-
- Miscellaneous Notes:
- ====================
- The tree maps were produced with Adobe Illustrator on a Mac Quadra 800, and
- turned into anti-aliased bitmaps in Adobe Photoshop. These were then
- converted for use on the Amiga using HamLab by Ed Hanaway.
-
- If you use PEGGER to compress the image maps on your system, please read
- the following: Make sure that you use a QUALITY setting of 100 on these
- maps, particularly the ALPHA maps. The antialiasing in these files is
- critical to the success of the transparency illusion -- there is a 1 pixel
- difference in width of the objects between the colour maps and the
- transparency map. This is crucial to avoid white edges during rendering. If
- you compress the ALPHA maps with any setting lower than 100, the JPEG
- artifacts will begin to interfer with the transparency image, and these
- artifacts will show up in the tree images when rendered as unsightly white
- "ghosting" around the branches and leaves.
-
- Copyright © 1994 James Hastings-Trew
- FidoNet: 1:140/90
- SnailMail: 126 Willow Street
- Saskatoon, SK
- Canada S7J 0C2
-
- Free to use, but may not be included in commercial, PD disk, or CD ROM
- collections without written permission of the author.