Many of the green plantation fields are also represented as tree fields in MSFS. This is also unrealistic as 99% of the green areas around the Nile are farms/plantation fields. While some scattered Fecus trees do exist, actual jungles are very rare in Egypt.
Still have not achieved results comparable to tutorial "finished product" screenshot. Though my model has been okay in deciding which areas do and do not contain palm trees, it seems sporadic, with multiple trees detected where there is one, or a series of trees in a row with only 1 or 2 detected, and the odd ghost palm. Have tried several sets of parameters, as said with the 3 different .emd files.
Palm Tree 3ds Max Model Free Download ===== https://urllio.com/2zE35N
Have completed the tutorial few times. Gave more than 800-1000 object samples with given 25 epochs and also used .emd given with the tutorial. And I had results with multiple trees detection where there is only one palm, and with only 1 or 2 detection where there were series of trees (as yours).
I understand that this comment may be redundant, but I too have had similar issues. I had been working on another deep learning project in Arc Pro and was using this tutorial simply to confirm that this workflow is possible. I used about 500 samples, which may not have been enough, but I used the suggested bookmarks so I figured this would at least work a little bit. However, my training returned with an average precision of 0.2 and I was not able to detect a single palm tree. It would be much appreciated if someone who has successfully used this workflow could give us a couple of potential troubleshooting options because it is difficult to tell where I went wrong despite following this tutorial word for word.
Coconuts and coconut products are an important commodity in the Tongan economy. Plantations, such as one in the town of Kolovai, have thousands of trees. Inventorying each of these trees by hand would require a lot of time and resources. Alternatively, tree health and location can be surveyed using remote sensing and deep learning.
The first step is to find imagery that shows Kolovai, Tonga, and has a fine enough spatial and spectral resolution to identify trees. Once we have the imagery, we'll export training samples to a format that can be used by a deep learning model.
Accurate and high-resolution imagery is essential when extracting features. The model will only be able to identify the palm trees if the pixel size is small enough to distinguish palm canopies. Additionally, to calculate tree health, we'll need an image with spectral bands that will enable you to generate a vegetation health index. You'll find and download the imagery for this study from OpenAerialMap, an open-source repository of high-resolution, multispectral imagery.
DetREG model pretrains the entire object detection network, including the object localization and embedding components. During pretraining, DETReg predicts object localizations to match the localizations from an unsupervised region proposal generator and simultaneously aligns the corresponding feature embeddings with embeddings from a self-supervised image encoder. Through the integration of DetREG model in argis.learn, we could train a deep learning model with small training data 50 images.
It is a good practice to see the results of the model viz-a-viz ground truth. The code below picks random samples and shows us ground truth and model predictions, side by side. This enables us to preview the results of the model we trained.
The bulk of the work in extracting features from imagery is preparing the data, creating training samples, and training the model. Now that these steps have been completed, we'll use the trained model to detect palm trees in the desired imagery. Object detection is a process that typically requires multiple tests to achieve the best results. There are several parameters that you can alter to allow your model to perform best. To test these parameters quickly, we'll try detecting trees in a small section of the image. Once you're satisfied with the results, we'll extend the detection tools to the full image.
In this notebook, we saw how we can use DetREG deep learning model and high-resolution satellite imagery to detect palm tree. This can be an important task for monitoring and conservation purposes. We used only handful of images as training data and trained a pretty good modl with DetREG available in arcgis.learn. We trained the deep learning model for a few iterations and then deployed it to detect all the palm trees in the Kolovai imagery. The results are highly accurate and almost all the palm trees in the region have been detected.
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I'm surprised that you don't Lee with your connection to the West and the trains from out there! I would love to model one of the large passenger stations with towering palms and a shiny Warbonnett or three sitting at the gate rarin' to go...
You know I left them all in Florida when I came back to TN. Except the one palm tree that Nancy makes me bring back and forth every winter from the porch to inside the house. It's getting so heavy it a real PITA. If I could get away with it I would bring it to you guys at your next meet.
So... These aren't nearly as nice as the palm trees above, but they aren't too bad if you need a lot of palm trees on the cheap and easy. These are plastic ones from China, painted for some more realism, cut/glued to varying heights, and with bits of palm leaf added to give some scruff. So not super great, but passable. We have around 50-60 of them.
Inspired by the great palm trees others have done, I took a stab at improving the ones on our train table. I overlaid some brown sections of feather below the "live" palm leaves, against the trunk, in an attempt to give them some more realistic scruff. Here's the test grouping, just completed:
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I found some palm trees that'll work in 1/48th today at Hobby Lobby.. They come in this little "Desert Oasis" diorama kit from Woodland Scenics for kids for school projects and the like. The trees are also available separately.. They're not very good, the colors are just horrid and the tree-trunks too straight and not textured well, but they'd work well enough with some TLC and imagination on the trunk's texture and adding some curve to 'em.. They'd also have to be repainted but the fronds are quite good, and that's the tedious part of those things... They're between 6 & 8 inches tall and as long as you don't put a B-17 next to 'em, they'd be ok as for the height. Think I'll pick some up and see how they work...
Nemcova was swept into a current of debris. \"In that moment, the power of the water was bringing all the fallen trees, all the broken buildings and all the wood. It was such a strong current, you couldn't do anything. You just had to go with it,\" she said.
Very good, particularly the fronds. At first I thought that the transition from the trunk to the fronds was a bit too abrupt but then I looked at some pictures of palm trees and I realized that the transition depends on the type of palm.
This Material gives you alot of tips and tricks showing the whole creation process of advanced palm tree bark material, you can dig into the full and commented source SBS substance designer file and create your own infinite variations. also the Palm Tree Model is a Game-Ready model well created and included in the marmoset toolbag file to see how the Palm looks like in realtime renderer .For those interested in presentation you can check out the marmoset toolbag tutorial .
Select the circle you just made and using Control+D duplicate the circle 5 times in the Y direction. Adjust the Scale of each circle how you see fit, I decided to try some different shapes for my tree trunk.
Before going any further, from the top viewport, apply Planar Mapping. Adjust the UV layout to get a result like the one below. Now you see why I decided to layout the trunk like I did. I like to use one UV layout per model, even though they may be in separate parts.
Keep duplicating the leaf and rotating it until you get a nice shape for your palm tree. The result should be pretty nice and of low enough polygon count that animating the tree won't be horrible for Maya.
Continue to use the IK Spline Handle Tool to create Spline handles on each of the branches. Start on the joint closest to the top of the tree trunk and then put the handle right on the tip of the branch.
Set the Method to Min Max. Min Distance .001 Max Distance 23 (Max Distance depends on how large your model is, but I measured mine and it's 23 units tall) Check the box next to Per-Spring Damping. Change the Stiffness to 104.
Parent the Copy of Curves to their correct joint. I do this by selecting the copy curve and Control clicking in the out liner until I see that I have selected the correct joint. Then I just hit P. The copy curves are now going to move where and tree moves and the springs are tied to them.
Do not parent the curve for the tree trunk to the joint; you want it to stand alone. You should now have a scene that when you hit play, the joints will sway and the leaves will flap as if in a slight wind. Now we need to skin the tree to the joints. Return to your initial pose.
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