proctree | Procedural tree mesh generator | Editor library
kandi X-RAY | proctree Summary
kandi X-RAY | proctree Summary
This is a liberally licensed procedural tree generator in c++, along with an editor HappyTree. The procedural generation itself is a port from see for an online demonstration of the original proctree.js (with webgl). The c++ port is several orders of magnitude faster than the original, and also fixes the UV mapping.
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QUESTION
Apologies for the vague title, I'm not sure how to describe my issue.
I'm trying to create a forest in three.js with the very cool proctree.js. The library seems to create a 3d model of the tree's trunk and main branches, then adds simple flat textures for the leaves (or 'twigs').
The resulting tree looks very nice from up close but as you zoom out the leaves visually disappear almost entirely. This is a problem as I'm trying to create a dense looking forest. See the following two screengrabs (or this online viewer):
Is there a way to prevent the leaves from becoming very pixelated and thin looking from a distance? Or, to phrase the question differently, how would one create good-looking leaves that look as dense from a distance as they do from up close?
The material used looks like this:
...ANSWER
Answered 2019-Jul-30 at 22:29Your problem sounds very similar to this one
I'm pretty certain that the smaller-resolution mipmaps (when you zoom out) are blending your leaf textures and changing the alpha values to which the alphaTest
threshold compares to. The further away you are, the more area of your texture is considered "transparent".
You can modify your texture properties as follows to disable mipmaps:
QUESTION
I'm trying to render a model created by SnappyTree/Proctree ( http://www.snappytree.com/ ).
I found this question, that showed how to render the trunk geometry using Three.js instead of proctree.js's author's GLGE project. I've got that working now but the texture on the twigs (branches) doesn't align properly. Any ideas how to make the texture fit on?
This is how the material is created:
...ANSWER
Answered 2017-Dec-28 at 01:40Nice tree.
To fix the texturing, first update the proctree.js to three.js conversion code to use the tree.uvsTwig
array, instead of tree.UV
, for the twigs:
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