Mar 23, 2018 - Even the high poly ivy generators use opacity mapped planes for the leaves. I guess since the automated solutions won't work, you're stuck.
Changes for v5.2.7.13336 are: - Fixes sinks disappearing in reloaded scenes when the SC modifier is off - Fixes installer problem 'Error code 127 - The specified procedure could not be found' - Importing Ox hair into a scene with different system units no longer breaks the hair - Fixes a crash when switching to polar interpolation in HFG - Fixes a crash clicking in an empty spot in viewport while inside rotate strands mode in EG - Right clicking on brush diagram in EG no longer creates an assertion about storage nullptr. Changes for v0.530 alpha are: - Subsurface Scattering is now correct and has 10x faster noise reduction due to improved maths - Adds GGX anisotropic reflections and refractions for better looking and faster highlights - Faster (less noisy) rough glass and shadows under rough glass due to better maths - Fixes absorption parameters to affect transmissive and translucent objects and their shadows - Improves quality of the GI Clamp params - New 'Expected Exposure' parameter that should be close to the planned post production exposure. FastCutter is an artistic mesh-cutting tool originally developed in 2006 and 2007 to help the hand-cutting of thousands of pieces of geometry in the road destruction sequence for '2012'. Since then it has been used in dozens of Hollywood films and other independent projects.
![3ds 3ds](http://cdn.cutephp.com/i/230/term_230457.jpeg)
The beauty of FastCutter is its speed and artistic control – the cuts are applied exactly as you draw them and there is an 'auto-cut' mode to quickly apply the cut after drawing. It works by hand-drawing and extruding 'cutting splines' and applying noise modifiers, and includes various other options and an Undo function.
![Student Student](http://www.cgarchitect.com/content/portfolioitems/2011/08/11559/1314681533_large.jpg)
You can also pick specific objects as the Cutter or Source and apply the cuts. It can cut multiple objects at once and includes the option to update the noise parameter per cut-object for a nice staggered offset cut appearance. FastCutter works especially well to prepare geometry for Thinking Particles destruction shots, and can also be used for creative mesh modeling.
Even the high poly ivy generators use opacity mapped planes for the leaves. I guess since the automated solutions won't work, you're stuck using splines and manually attaching leaves. In that case I suggest using a spline painter script, it allows you to paint a spline on the surface of another object. You could then copy the spline and covert it to edit poly, delete all but the end cap at the root of the spline and extrude the end cap along the spline using the taper parmeter to vary the thickness. Then use an object painter script to paint leaves down the spline. Search for Neil Blevins SoulBurn MaxScripts. He has an excellent object painter script and a great spline painter also.
But really, what you're after if its for a game, you need to do it with opacity mapped planes. You might want to spend some time and research why those automated generators aren't working and get them working and then covert it to planes. If I remember correctly, both the guruware site and the standalone site link to a download containing already made vine leaf textures, alpha map and all. Clump those on some splines and you should be good to go, pretty much what Vig said. Even modeling out the splines would be a pain in the ass though, although there is a new feature in the graphite modeling tools called 'Branch' which allows you to pretty much draw your own branch out of any existing poly. Handy little tool.
Edit: Just remembered you are using 2009, so you won't have the graphite tools. Logger Pro 3 8 6 Keygenguru.
Well thats not real time friendly it uses one of two ivy generation methods. A plug-in for 3dsmax called gw::ivy Or Thomas Luft's stand alone Ivy Generators Neither are for realtime games but they can conceivably be turned into something usable with quite a bit of work.