I could have posted in the old dumb question thread, but i guess here is a bit more appropriate.
Looking back at the trees i did for LA Canyons, i used Forest Pro plugin and a small script to put all my normals up after it was scattered (pretty long process on the millions of polygons... and to redo each time i'd change anything)
I remember testing kstree_group_ naming, and it does look a bit better than normals up, nicely affected by the lights as you showed on screenshots.
But i couldn't work with separated objects on such a big scale of terrain, that would probably be insane.
I know you use Blender, so i guess that's a
3DSmax question more than anything else... although i'd be curious if solutions exist in blender.
kstree_group_ requires the trees to be separated objects. In 3dsmax, there are few tools to paint randomly on a surface, but it starts to be tricky to spread a large amount of separated objects on a given surface.
Alternatively, I tried to edit the normals on my source objects, but then there's no plugin that will retain the normals info once it's scattered...
Forest Pro doesn't, multiscatter doesn't... tyFlow doesn't either. pFlow neither.
I posted on tyFlow forum, no reply. On itoo forum (forestpro) and the dev told me in their situation it's the way 3dsmax deals with the normals and the instance system. They would need to rework the way they work completely.
So there. If anyone knows a solution, cause i found none!
Meanwhile I'll continue to spread my millions of trees with ForestPro, with no hope of proper normals, and they shall continue to look average ..
I might paint a layer close to the road using kstree_group. but the distant ones shall remain meh !
ps: cheers lilski for your time detailling this posts