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Hello,
so I decided to start again with some scenery development after a long hiatus from MSFS and since I'm mostly interested in bush and backcountry flying, a huge part of the sceneries is vegetation.
Now it seems that custom vegetation seems like a blackbox topic, since I can't really find a lot of information on it in general.
I created a prototype spruce tree for testing purposes. The tree is build in Speedtree and then textured and exported through Blender.
For the foliage I use simple planes using an atlas as texture with transparency so to only render the actual small branches. So far so good. Pretty standard technique (see attachments 1 & 2)
When I place them in my testing scenery, they work ok, apart from some obvious color correction that I have to do.
The problem is when I move away from the tree, the planes I use for the branches start to disappear, meaning the draw distance of the branch planes is way less than that of the actual trunk and the larger branches.
This leaves the tree looking like a dead tree without any foliage just after a few hundred feet distance (see attachments 3 & 4). The model is a single model comprised of different meshes (trunk, big branches and the planes).
The second in-game screenshot has been taken with the camera only around 400m away. The disappearing effect starts before that, but after 400m no foliage is left.
That doesn't seem a huge problem for smaller vegetation types as for example bushes, since at those distances they are to small to see this change very prominently (as far as my limited testing showed).
Now the question. Does anybody know how to prevent that happen or a technique that is better suited for the job? I had hoped that I could ditch cross section vegetation all together and go for full 3D models.
The invisible cube or plane technique won't work here, since it's only parts of the model disappearing and not the entire object. However, I haven't tested this with the trees yet.
Any help or hint is appreciated!
so I decided to start again with some scenery development after a long hiatus from MSFS and since I'm mostly interested in bush and backcountry flying, a huge part of the sceneries is vegetation.
Now it seems that custom vegetation seems like a blackbox topic, since I can't really find a lot of information on it in general.
I created a prototype spruce tree for testing purposes. The tree is build in Speedtree and then textured and exported through Blender.
For the foliage I use simple planes using an atlas as texture with transparency so to only render the actual small branches. So far so good. Pretty standard technique (see attachments 1 & 2)
When I place them in my testing scenery, they work ok, apart from some obvious color correction that I have to do.
The problem is when I move away from the tree, the planes I use for the branches start to disappear, meaning the draw distance of the branch planes is way less than that of the actual trunk and the larger branches.
This leaves the tree looking like a dead tree without any foliage just after a few hundred feet distance (see attachments 3 & 4). The model is a single model comprised of different meshes (trunk, big branches and the planes).
The second in-game screenshot has been taken with the camera only around 400m away. The disappearing effect starts before that, but after 400m no foliage is left.
That doesn't seem a huge problem for smaller vegetation types as for example bushes, since at those distances they are to small to see this change very prominently (as far as my limited testing showed).
Now the question. Does anybody know how to prevent that happen or a technique that is better suited for the job? I had hoped that I could ditch cross section vegetation all together and go for full 3D models.
The invisible cube or plane technique won't work here, since it's only parts of the model disappearing and not the entire object. However, I haven't tested this with the trees yet.
Any help or hint is appreciated!








