Itoo Software Forum
Forest Pack => Forest Pro (*) => Topic started by: TATproductions on September 28, 2020, 03:27:31 PM
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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.
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ForestTools (https://docs.itoosoft.com/forestpack/forest-tools)are the recommended workflow.
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To export OK, but how do tyou re-import into a clean forest ?
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I call collapsing is the process of eliminating ForestPack usage.
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My first goal is 'freeze' the forest to delete Surfaces objets
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You can convert to custom edit mode ant then delete the surface.
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That's what i thought but i have a different render between original & converted one.
I'm trying to isolate why...
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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
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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-
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Can you confirm this ?
Yes. can confirm. Checking. Thank You.
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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.
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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