Itoo Software Forum

Author Topic: Feature Request: Add Support for Area Splines in UV mode  (Read 457 times)

Shawn Olson

  • Jr. Member
  • **
  • Posts: 67
  • Wall Worm
    • Wall Worm
Feature Request: Add Support for Area Splines in UV mode
« on: December 05, 2016, 09:47:42 PM »
Feature Request: Add Support for Area Splines in UV mode.

That or is there a good tutorial on scattering props via forest on a complex terrain (such as a complex cave system) where you need to keep the paths clear (where a player might be walking, etc) but want the props to cover all surfaces of the terrain regardless of face normals.

Paul Roberts

  • iToo Software
  • Hero Member
  • *****
  • Posts: 1551
Re: Feature Request: Add Support for Area Splines in UV mode
« Reply #1 on: December 06, 2016, 10:37:12 AM »
Hi,

Thanks for the suggestions, the ability to use splines to exclude areas in UV mode is problematic because it is difficult to ascertain the axis along which the exclude function should be projected. However a workaround might be to paint a custom distribution map to exclude geometry. You can see an example of this in the Green Wall tutorial in the Painting Maps section.This is preferable because there is no need to determine the projection axis and it can be easy to create directly in max using Viewport Canvas. The only real disadvantage is that Forest Pack does not update until you've saved the map. This is something we'd like to improve.

Many thanks,

Paul
« Last Edit: December 06, 2016, 11:42:56 AM by iToo »
Paul Roberts
iToo Software

Shawn Olson

  • Jr. Member
  • **
  • Posts: 67
  • Wall Worm
    • Wall Worm
Re: Feature Request: Add Support for Area Splines in UV mode
« Reply #2 on: December 09, 2016, 05:52:42 PM »
Thanks Paul.

One issue with Viewport Canvas is that many terrains are not necessarily unwrapped (if using procedural textures) or might be using tiling UVs. Might be better to allow exclusions by vertex colors painted into arbitrary channels?