FarbigeWelt wrote: ↑Thu Aug 09, 2018 11:13 am
B.Y.O.B. wrote: ↑Thu Aug 09, 2018 11:01 am
FarbigeWelt wrote: ↑Thu Aug 09, 2018 10:52 am
And making leafs ‚real‘ leads to lots of objects or ist here a way to combine the leafs directly into one mesh object?
Ctrl+J (join).
Okay, I have to try this before making leafs ‚real‘.
Because joinig several hundreds of selected objects takes time and makes not much sense.
Meanwhile I tried joining leaves from curve sapling tree directly. This is not possible. You have to make duplicates real first and ensure there are only leaves selected you want to join (exlude leaf object in tree object).
Unfortunately, I've joined leaves and tree (tree is a curve, has to be converted to mesh before joining) to get one mesh object. In material node for image texture one gets a note like lucxore does support one UV only. This means joining mesh objects with different 2D UV materials is currently very limited.
Gladly enough, particle systems supports groups, important here is to check whole group, otherwise each grouped object gets its own position, rotation, whatever.
Luxcore addon reports 1.3 GTris, Blender reports 0.9 MB and task manager reports 2.7 GB for blender for HD resolution GPU path tile animation rendering, exports png 8 bit. There are 250 trees, each with 1'000 leaves, each leaf with about 80 vertexes. Leaf matrial: glossy with an image texture 250x500.
Exported, compressed blender file size is 100 MB, not compressed 500 MB.
Preparing and compiling for 2 GPU takes around 33 s. In my opinion luxcore's memory usage for this scence is a good value.
Before I modelled a flat mesh with the leaf's visual shape, I tried to use the a straight forward approach mapping leaf's image, contains transparency, to a simple rectangle. But I failed to setup leaf's material to interprete transparency as opacity.
Does anybody know how to use transparency for image texture materials with luxcore blender addon?
(I know one can chose image's alpha chanel but I don't mean that one.)