Mr Whippy
Active Member
I'd do those trees as actual 3d boxes with 2d transparency fins and detailings.
X or Y at that size and shape won't look so great.
X looks ok for smaller less regular hedges, or at a push box hedge, but box trees won't work so well with Xs.
Don't forget a bit of waviness in positioning either.
PS, on re-positioning on vertical if ground is adjusted, if they're separate instances (and only joined for export pass), just lift them all 10m, then use drop to surface script (scriptspot).
On my city tracks I was doing this re-dropping in Z many times for all track objects, road decals, barriers etc, as they were done without lidar etc, so quite often things were tweaked after sim testing or better data arrived or whatever.
In fact most items were on separate build layers and placed layers.
I'd just delete all placed objects and clone and re-drop everything from the build layer then 'combine' for export each time to assure everything was correct after a change.
X or Y at that size and shape won't look so great.
X looks ok for smaller less regular hedges, or at a push box hedge, but box trees won't work so well with Xs.
Don't forget a bit of waviness in positioning either.
PS, on re-positioning on vertical if ground is adjusted, if they're separate instances (and only joined for export pass), just lift them all 10m, then use drop to surface script (scriptspot).
On my city tracks I was doing this re-dropping in Z many times for all track objects, road decals, barriers etc, as they were done without lidar etc, so quite often things were tweaked after sim testing or better data arrived or whatever.
In fact most items were on separate build layers and placed layers.
I'd just delete all placed objects and clone and re-drop everything from the build layer then 'combine' for export each time to assure everything was correct after a change.