Forest Pack > Forest Pro (*)

Distribution along Path - Select models per spline

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blanker:
Hi iToo team,

Would it be possible to add to the future versions option to distribute selected objects along individual splines within one Forest Pack object when using Path mode for Distribution?
The same way as it works with Areas when you can select which models you want to be included in each individual area.
But when we use Distribution Mode as Path there is only Geom ID option (Random or Sequence) which applies to all selected spline.

Other potential option might be to assign specific models based on spline segment Material ID?
Similar way as it works in RailClone when different Generators can be applied to different spline segments based on Material ID within single RailClone object.

Thanks

Paul Roberts:
Hi.

Thanks for the suggestion, that sounds like a good idea but unfortunately, the Spline mode doesn't evaluate properties on a per spline basis, only globally, so it would require some deep changes. The ability to access material IDs in Forest Effects may be easier though, we'll add it to our wishlist and investigate if it can be implemented for a future update.

Many thanks,
Paul

blanker:
Thank you, Paul!

Would be also great to have an option to randomize distribution spacing along the path.

ATM the only solution we found is to use Translation transform, but it would apply translation based on the axis direction (X,Y or Z) and not the spline direction (in situations when spline is curved or have angled or perpendicular sections going in different directions)

Thanks

Paul Roberts:
No problem. Out of interest, what are you trying to do with this feature? I'm curious to know whether RailClone could be used, and what might be missing to make it suitable.

Paul

blanker:
Sure. Probably the most common example of this feature use would be in scattering hanging and edging plants along the edge of planter or wall when it goes around the building or some site features/landscape elements and need some natural irregularity in scattering to look more realistic.
The only work around we found atm is to include empty (disabled objects into geometry list to add some visual gaps. but it's not always easy to achieve the result you want and also pretty hard to control.
So to have a simple feature to set random offset values along the path would make it easier to control and it also can be used in combination with disabled objects to add even more variation.

Cheers

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