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| Generate segments |
- Generate two single segment extrusion objects, positioned
perpendicular to each other. Make them square.
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| Define surface styles |
- Define a surface style where the same tree image map is
assigned both as a Color Shader (using Image Map Options) and as a Transparency Shader
(using Transparency Map Options).
- In Color Shader, select Image Map.
In Image Map Options, select Load
Navigate to the desired image file and click on it.On
the current system,
- select 'courses on Arch_NT 01',
- ARC 603, _Course_Files,
- Trees
- In Transparency Shader, select Image Map
In Transparency Map Options, select Load
Navigate to the desired image file and click on it.
Click on Assign Black Only as Transparent.
|
| Texture map |
- Click on the Texture Map icon (on the same row as the color
icon, above the delete icon).
- Click on the object to which the texture is to be mapped.
- A Texture Map dialog box opens, with a preview of the object
selected.
- Rotate the texture axes so that the XY plane sits on the
surface object with the X axis horizontal and the Y axis vertical (X=0 degrees, y=90
degrees, z=90 degrees for one and X-90, y=90 and z=0 for the other)
- Position the texture's origin on the lower left point of the
surface
- In both Tile fields, for the number of tiles, enter 1
|
| Render |
- Under Display Options, RenderZone, set Shadows to On
- For Shadow Options, set Transparent
- For a quick render, select RenderZone Preview
Z-buffer.
- To see the effects of the transparency, use Full
Z-buffer or Raytrace.
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[Click on the image for a larger
image.] |
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