Speedtree is the best you can get atm!
There is an other product, which was used for the game Arma2, but I don’t know the name.
If you posses Maya you can use a PaintEffect brush and turn it into a Polygon Model.
You can get free or uncommercial scripts for Maya and 3DS Max.
Nevertheless is speedtree unbeaten, guess why!
tree[d] is a free alternative:
thanks a lot for your replies.
afaiu, the problem is not only in getting tree models, but actually in rendering them in jME.
At least 20-30 in one scene and at least with wind effect.
Would not it freeze the engine?
So there should be some optimization (some algorithm) to handle it?
Does it make sense?
Did anyone actually do it with jME?
It is possible to do in jME, but it needs shader-knowledge and instancing. Having 20-30 in one scene should be no problem.
Well basically it’s more about the graficcard
→ 1 tree is one object
→ wind is vertexshader
→ the polygon count could (if it is for nextgen grafics) can be kept kinda low with some tricks ( just look at one speedtree cloesly how they did the leafes)
So basically for the engine it is just 30 static objects with a polygon count somewhere between 2-10000 (here is the point for massive Lod)
Actually most games (like Battlefield Bad company 2) even reduce the trees to 2d billboards if you are far enough away
left one in transition, right small one in highdetail mode, rest in low poly mode (and in taht mode you can have like thousand without to much performance loss, you can even use a shader to simulate the wind effect on the low poly ones (just move the two higher vertices of the quad a bit back and forth^^)
Once you got somethig similar working, you only have to add a detail Slider in the opstions determining how fast the trees get crappy
also a god example but to big to use with img tag
A tree can be simulated with on picture! That’s pretty effective, if you want to create 30 trees in the distance. As soon the players enters the area of an tree, this trees model is loaded and shown, instead of the picture. The picture of Battlefield shows the principe!
I looked into the Tree[d] application and it’s not bad at all.
It can make good looking very low poly trees. and it can render billboarded views of the tree, that can be used for a LoD system
But, it does not support normal maps…so when the trunk is big…it looks fake…
I’m gonna look into what could be the workflow from tree[d] to JME
DarkPhoenixX said:Sort of like Wolfire's Imposters? Either way, that's a cool technique quite relevant to this thread I'd say. These guys do a lot of innovative programming and they're not afraid to expose their secrets, so it's definitely a resource worth looking into.
A tree can be simulated with on picture! That's pretty effective, if you want to create 30 trees in the distance. As soon the players enters the area of an tree, this trees model is loaded and shown, instead of the picture. The picture of Battlefield shows the principe!