G'day Neil -

Question is that when I tried leaves from particles there were no shadows.
?? They definitely cast shadows like any other object. Unless you set them under object props / no shadows (sometimes useful in high particle counts) they cast and receive shadows. This is obvious in this image:

http://www.vrgrafix.com.au/fileadmin/user_upload/Gallery/15-GriffithUpdates/View5.jpg

That's my question ... can particles be used as leaves and cast shadows?
yes. They even look great in wireframe - note the hedge to the foreground is a particle "hedge". The shadows you see are from each leaf casting shadows to the leaf below.

http://www.vrgrafix.com.au/fileadmin/user_upload/Gallery/31-Senator2/VR_19-06-2006_View17.gif


I accept that if they could then render times are probably going to be
interesting.
They render exceptionally fast. Obviously you can increase performance by turning off the "receive shadows" that way its casting shadows, but not receiving it on all the millions of "sub" leaves.

http://www.vrgrafix.com.au/fileadmin/user_upload/Gallery/08-MultiUnit/Courtyard01.jpg

btw - I normally keep the 3d particle objects outside of the AO rendering heirachy as it slows things down dramatically trying to render a 3d particle hedge with AO (although it looks fantastic)

Currently, to solve the non-shadow thing I tried a basic analytic polyhedron
within the leaf mass to do the shadow work but still not very satisfied.
Hmm.. I find the best way to make a hedge or any given shape is to use a proxy object - eg a shape representing a hedge (analytical polyhedron typically) then spray the 3d particles onto the object using the "surface" projection.

This is outlined in the tutorial by robert:

http://realsoft.info/modules.php?op=modload&name=News&file=article&sid=84

Hope that helps mate .. look forward to seeing some of your images ! :)

Regards

Bernie
VRgrafix.com.au

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