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Author Topic: [FP 6.2.1] Cleaning Surfaces  (Read 1388 times)

TATproductions

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[FP 6.2.1] Cleaning Surfaces
« on: September 28, 2020, 03:27:31 PM »
Hello !

We have made multiple Forest on huge surface (aka high polycount).
Now i'm satisfied with my forest, i'd like to 'collapse' it, and keep a non-procedural Forest to delete my Surfaces objects.


- Here's the first method i've tried :
> create an empty forest
> convert to custom edit
> attach my original forest

That's pretty munch what i need BUT, some transformations are not correctly imported.

Here's a simple scene : plane + noise, teapot distributed. Green is the original forest, red is the attached one. All the distribution are good, but all item in the red forest have a Z at 0 (just like if the noise was off)


- Do you have any other workflow to collapse a forest ?
I can try the forest tool : instantiate but we have pretty huge number of items distributed.
« Last Edit: September 28, 2020, 03:29:16 PM by TATproductions »

Rokas

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Re: [FP 6.2.1] Cleaning Surfaces
« Reply #1 on: September 28, 2020, 03:34:22 PM »
ForestTools are the recommended workflow.
Rokas

TATproductions

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Re: [FP 6.2.1] Cleaning Surfaces
« Reply #2 on: September 28, 2020, 03:41:35 PM »
To export OK, but how do tyou re-import into a clean forest ?

Rokas

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Re: [FP 6.2.1] Cleaning Surfaces
« Reply #3 on: September 28, 2020, 03:47:49 PM »
I call collapsing is the process of eliminating ForestPack usage.
Rokas

TATproductions

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Re: [FP 6.2.1] Cleaning Surfaces
« Reply #4 on: September 28, 2020, 03:51:03 PM »
My first goal is 'freeze' the forest to delete Surfaces objets

Rokas

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Re: [FP 6.2.1] Cleaning Surfaces
« Reply #5 on: September 28, 2020, 03:59:04 PM »
You can convert to custom edit mode ant then delete the surface.
Rokas

TATproductions

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Re: [FP 6.2.1] Cleaning Surfaces
« Reply #6 on: September 28, 2020, 04:19:15 PM »
That's what i thought but i have a different render between original & converted one.

I'm trying to isolate why...

TATproductions

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Re: [FP 6.2.1] Cleaning Surfaces
« Reply #7 on: September 28, 2020, 06:25:02 PM »
It looks like it comes from random transform.
If i disable it, i have the same render, if i keep transform i have a difference.



Strangly, if i disable transform, switch to custom edit and re active transform, it looks like to works fine   ôO


I'll continue furthers researches


TATproductions

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Re: [FP 6.2.1] Cleaning Surfaces
« Reply #8 on: December 09, 2020, 10:39:23 AM »
Hello again !

I can confirm that i've found a bug.

Random Z transform is not took into consideration when switching to Custom Edit mode.

Here's a simple scene (3ds 2021.3, FP 6.3.0)
Plane & teapot. Add random Z. Copy forest and switch it to custom edit.

Can you confirm this ?
This will likely leads to forbid this option in production.


Thanks
-p-

Rokas

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Re: [FP 6.2.1] Cleaning Surfaces
« Reply #9 on: December 10, 2020, 08:53:42 AM »
Can you confirm this ?

Yes. can confirm. Checking. Thank You.
Rokas

TATproductions

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Re: [FP 6.2.1] Cleaning Surfaces
« Reply #10 on: July 22, 2022, 11:00:17 AM »
For information, i've just re-tested this workflow with Forest 7(.4.1)

The comportement has been changed : now in custom Edit, the items are follow the surface.

So if i add random Z position, switch to custom edit and delete surface objects, i still have a different result.


Paul Roberts

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Re: [FP 6.2.1] Cleaning Surfaces
« Reply #11 on: July 22, 2022, 04:36:20 PM »
Hi,

Thanks for the update. Please try the following.

- Switch to Items Editor mode
- Go to Items sub-object level
- In the Items Editor rollout, click on Store Random
- Now delete the surface (or turn off link to surface). It should match the original scatter including randomised transforms.

I hope that helps,

Paul
Paul Roberts
iToo Software