![culling particles blender trees culling particles blender trees](https://docs.unity3d.com/560/Documentation/uploads/Main/treeeditor_trees.png)
We do this from the hair particle system settings, same as from where we got the tree scale.Ĭoincidentally, I have very recently run into the exact same problem, and It took me a while to figure out, but there is a solution that's relatively easy and worked quite well for me. So, if we get that the trees are 5 times smaller, then we also scale the leaves down 5 times. So, now we have to change the scale of the leaves with that ratio.
![culling particles blender trees culling particles blender trees](https://i.ytimg.com/vi/IEmg_2Ym3KU/maxresdefault.jpg)
![culling particles blender trees culling particles blender trees](https://docs.unrealengine.com/4.27/Images/RenderingAndGraphics/VisibilityCulling/CullDistanceVolume/AddCDVToWorld.jpg)
5, that means that you actually scaled them up(in the case of. So, this means that the trees are 5 times smaller. If we divide the 1:1 scale(.25) by the current scale(lets say its. So, if yours is smaller/bigger, we need to find how much. We go to the particle system of the plane and we see what is the scale of the instance object- if it was 1:1, it will be exactly 0.25. So, now its working! But, there is one thing you will notice- if the hair system on the terrain had the trees smaller, than their original size, they will look like bushes- because the leaves didn't change in size.
#CULLING PARTICLES BLENDER TREES PC#
So, that's why, now I convert the trees into meshes(before that I hide the Leaf particle system so my pc doesn't crash). If a hair instance object has his own hair, it will be displayed, but only is its from type "Path"(default streams of hair), it will not if its an object. Now, I can add the hair system on the terrain object. That's why, I go to the particle system settings, add a new particle system, from the drop down menu I choose "leaf"(that's the one that was on the leaves object) and then, down there, at Vertex group section, I set the density to be that one group I created before. And particle systems are modifiers, so now the particle system is gone. So, by joining them in the trunk, they lose their modifiers. But why? Well, the leaves object is just vertices, emitting hair. Then, I join the leaves object to the trunk ( Ctrl + J). Why I do this? I will answer in a moment. Well, First, I take the leaves and in edit mode, I assign all their vertices to a single Vertex group. What I do, is I first join the leaves with the trunk. I will tell you my way of doing it, may not be the best one. So, I am back with another Mtree answer, I guess.