Forest Pack > Forest Pro (*)

Combining UV channels for distribution mask?

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ZO6039:
I am trying to start using ForestPack plugin after extensive use of Multiscatter plugin. And I am having a problem to combine masks with different UV channels in ForestPack what worked fine in Multiscatter. For example, I need to combine pattern mask on UV channel 2 which uses Real-World Scale with roads mask on UV channel 1 (see image attached). How can I do this in ForestPack?

Michal Karmazín:
Hi,

For these purposes, you can use the Composite map (it'll work just fine, even though layers will be mapped with different channels). I hope that helps.

Best regards,

ZO6039:

--- Quote from: Michal Karmazín on April 27, 2023, 10:26:19 AM ---Hi,

For these purposes, you can use the Composite map (it'll work just fine, even though layers will be mapped with different channels). I hope that helps.

Best regards,

--- End quote ---
Composite map is what I tried to use. And it didn't work. Here is the information from documentation:
Image->Map Channel
As alternative of using the X/Y values to define the density of the distribution map, it's possible to get the scale from the UV coordinates of the surface. This mode is useful to adjust the position of trees in more precise way, using a surface map as reference.

To use this mode, a surface object must be assigned in the "Surface" rollout. The Surfaces can work in two operation modes, XY or UV (defined in the Surface rollout):

- XY mode: the UV coordinates are taken from the map channel defined with this parameter.
- UV mode: the map channel 1 is always used, and this parameter is locked.

As I can see from documentation there is only UV channel 1 used. Another problem is when I change surface to UV mode I can't render any instances at all. They do not show up in preview and and they do not render. Some sample scene with using surface in UV mode would be very helpful.

Michal Karmazín:
Hi,

Thanks for your swift reply. Currently, if you decide to use the UV mode for the Forest distribution, you should have the Channel 1 of the used surface mapped for this purpose, but you can use the Match Color ID on Map feature to “mask” the distribution in the Channel 2 if you assign a black Color ID to a Disabled item. Please find attached a sample scene showing this possible workflow.

Best regards,

ZO6039:
Thank you for the provided file but it doesn't help much for my needs. The setup is very complicated and I cannot transform it for my purpose. When I try to replace gradient radial map in diversity UV #2 to bitmap (patches1.bmp, for example), and change it to Real-World scale, adjusting UV Map #2 on ground surface as well, this setup doesn't work anymore.

One more time. Tiled pattern bitmap mask for plants distribution (UV channel 2 with Real-World Scale) needs to be combined with roads bitmap mask (UV channel 1).  If this is possible in Forest Pack, please make an example scene, because all my attempts failed. Thank you so much!

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