Itoo Software Forum

Author Topic: Evergreen parking with FPP  (Read 563 times)

NHimages

  • Newbie
  • *
  • Posts: 5
Evergreen parking with FPP
« on: July 01, 2016, 11:27:50 AM »
Hello guys,

I'm looking to make "evergeen" grassblock in 3dsmax. This is really common in our daily works, and for now we always used diffuse maps w/ displacement, but the results aren't perfect for eye-level views... That's why I would like to randomly distribute this blocks.

First here are some references, the first one should be the perfect result,with some Z-scale variation from the grass on different clusters like in reality

I basically modeled the pavement and I added the grass fur from the Forest preset in one object, wich is distributed in Custom Objet by Forest on a simple plane, with Grid mode for the distribution map.

2 problems here :
- There are interior margins, how could I fill the entire surface without blank space ?
- How could I vary the 2-scale of the grass according to clusters/areas ?

If someone could help me it will be very gracefoul from you ! ;) Furthermore, this preset could be convenient for all of us.

Thanks,

Hervé

Michal Karmazín

  • iToo Software
  • Hero Member
  • *****
  • Posts: 1472
Re: Evergreen parking with FPP
« Reply #1 on: July 01, 2016, 12:28:58 PM »
Hi,

First let me mention, there's already the "Parking tiles on uneven surface" thread regarding this topic, where you can find some useful tips and different approaches. Hope you'll it interesting.
Quote
"... how could I fill the entire surface without blank space?"
To align the Distribution map you can use Offset X & Offset Y values & the Area - Edge Boundary Checking mode depending on how your "source geometry" looks like will remove overhanging parts. Just take in mind, that's working on Elements level - is not meant to "slice" the geometry, it's removing elements within one item that are "based out of area used for distribution". So, if there are any "overhanging faces" under one element, these will be fully removed or not, depending if the element is based inside/outside of the distribution area.

As mentioned above, there is no "physical cut" performed while using the Edge Boundary Checking mode (as this would be extremely resource demanding). This "trimmed part" is treated by the render engine as a kind of "Matte object" internally (this way render engine ignores it for its calculations).

Probably the most versatile solution would be to use the combination of our two plug-ins. With help of the Adaptive mode of the RailClone plug-in place cement tiles (they'll adapt its size according the area) and this RC object use as exclude Object Area within the Forest object distributing grass.

Also, if you are using V-Ray a possible option would be to use the VRayDistanceTex to perform a "render-time Boolean" action in a similar way like in this "How to check if segment was clipped?" post.
Quote
"... could I vary the Z-scale of the grass according to clusters/areas?"
I would suggest you to use the Diversity - Clusters feature. You can make a copy (several copies) of your item in the Geometry list - with different grass heights and adjust precisely with multiple options available (Size, Roughness, Blurry Edge & Noise).

Hope you'll find it useful.

Best regards,