Couldn't find any way to get those transparency mapped leaves to work in Lightwave.
Even when raytrace transparency is turned off, when light passes through more than
one transparent layer, the rays are bent at the angle between the layers.
So a tree with layers and layers of transparent polygons has the light from behind it bent at all crazy angles.
Even trees that are sitting in front of a hillside have the sky showing through in some places.
All in all it's just a muddled up mess.
Nothing for it but to delete all the leaves in the tree's geometry and just keep the trunk and branches.
Then get busy and make solid geometry leaves for all the kinds of trees that are needed.
With that done, it was better to use instancing to put the leaves on trees, than to put multiple trees on the landscape.
A tree trunk and branches may have around 20,000 polys.
Add the 2 dimensional leaves and there's another 80,000 or so.
But just make a few solid geometry leaves, with maybe 1,200 polygons each and then there are only about 24,000 polys.
Adding a half dozen or so trees to the scene and using cloning results in far better efficiency.
The pine needles started as just a stem.
And inspection of a real pine needle cluster revealed that the needles grow off the stem in intervals of groups.
So it worked out real well to make a needle base-surface placed in intervals along the stem and use FiberFX to generate the needles.
It's then possible to 'polygonize' the Fibers and save them as polygon lines, which can be extruded in Modeler to make 4 sided needles.
Set the smoothing on the needle's surface to 120deg and they look great.
Add them to the pine tree branches with instancing and it's hard to get a better looking conifer.
Lightwave doesn't even flinch at high polygon counts.
This render took about 4 minutes to generate an HDTV size png image.
Here it's scaled down and compressed for a jpg. Not a great representation of the original render, but postable.
And, as always, it's just my own little world. Makin' up new ones every day.