please feel free to post also rendered trees from other packages like vue or whatever application...
okay ?
![Cool 8)](./images/smilies/icon_cool.gif)
might be something here:deadalvs wrote:also, we could post a few pages where cool bark textures/leave textures can be found...
Yes, it's a Maxwell screenshot. The game has 2D rendered backdrops, so that's why I can use Maxwell. Obviously if it was real-time, there'd be no way to do so. I think you could probably do something of reasonable quality like this in real-time, but that's another story (the game is 2D for hardware compatibility reasons, not because the art wouldn't be possible with a beefy 3D card).Is this a Maxwell screenshot? Are you using Maxwell as a games engine?
I'm using 32-bit. The situation could certainly be improved if I bought a new machine and a copy of XP64, but the reason I talk about the export limitations in the Molly Rocket thread is because Maxwell's exporter isn't written properly, so it requires lots of additional memory to export a scene. Hence, however much memory you have, you can only use a portion of that for the scene because the Maxwell exporter is going to allocate a massive amount of memory to do the export (when really it should hardly allocate any - streaming-style exporters handle scenes of arbitrary complexity with only the overhead of the largest mesh, whereas "buffer everything and dump" style like Maxwell require memory proportional to the total scene, and that's a big no-no). So it'd be nice if they just fixed that instead of counting on ever increasing memory sizes to save the day when memory isn't really the problem.Using 3DSMax 7.1 on Win XP Pro x64, spec as below, I can't export more than 15 million triangles from Max via the plug in. Why are you having trouble with 3 million in a x64bit version of Max?