Itoo Software Forum

Forest Pack => Forest Pro (*) => Topic started by: Mike Truly on April 26, 2010, 10:05:47 PM

Title: Darkening Forests
Post by: Mike Truly on April 26, 2010, 10:05:47 PM
I think I have asked about this before but can't quite remember the solution.  This is MAX2010_64 scanline renderer.

I have a forest of trees that use a standard material that is 100% self-illuminated.  The problem is that the near trees show the green tree color but the far trees turn to black.  Attached is an image showing the problem.  It's hard to see but if you zoom into the near trees, you can see some green color... but the far trees become black.

Is this a common problem and is there some trick to making the far trees not turn black?

Thanks!
Title: Re: Darkening Forests
Post by: Mike Truly on April 26, 2010, 10:13:49 PM
OK, this image is a little bit easier to see the problem.

Thanks!
Title: Re: Darkening Forests
Post by: Mike Truly on April 26, 2010, 11:08:25 PM
OK, I worked around the problem by using a distance blend Falloff material which goes from the tree texture (near) to a solid green color (far) and it seems to work well.

Thanks!
Title: Re: Darkening Forests
Post by: iToo on April 27, 2010, 10:10:18 AM
Hi Mike,

I just rendered a sample image using scanline, but i don't see this problem. What type of light are you using ?

Title: Re: Darkening Forests
Post by: Mike Truly on April 27, 2010, 05:07:50 PM
Carlos,

These are 3-plane trees, the material is 100% self-illuminated and the material is set to 2-sided.  I do have a direct light pointing at the near trees (it is attached to the viewing camera) but it is only for casting a shadow on a matte object.  The trees are 100% self-illum.

Thanks!
Title: Re: Darkening Forests
Post by: iToo on April 27, 2010, 05:26:36 PM
Mike,

The same issue is discussed here:

http://www.itoosoft.com/forum/index.php?topic=65.0

Title: Re: Darkening Forests
Post by: Mike Truly on April 27, 2010, 05:33:39 PM
Thanks for directing me to that older thread... I knew I had dealt with this before.

I have worked around the issue this time with using the Falloff material and it works well.