Re: Imperfect rendering
Emmanuel, rather than compute the triangles for the simple, second setting, built in render, why not just ignore the triangles whenever a tree is identified in a scene, instead, the trees X & Y size can be used to scale a simple rough edge png shape (like the example (complete with alpha channel) png below) to provide a simple shadow.Sweet Home 3D is generally unable to compute the shadow where there are too many trees. I didn't find any algorithm who could help me improve this yet. [:(]
