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Author Topic: Forest pack question  (Read 997 times)


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Forest pack question
« on: September 04, 2015, 01:33:13 PM »
Hi all,

I finally managed to subscribe with the pro license to the forum!

We have a little problem here at the office, which we are trying to solve with Forest pack, otherwise we will have to use grasshopper.

Basically it's a roof, where we are trying to scatter some skylights on it.
The grid between them need to be always the same, we are using the simple grid 1 for the moment, but we would like to change the density of them using a bitmap map.
Basically turn some of them "off".

The result which we are looking for is something similar to the attached image, where you will see that where is black we have a full density (4 objects) while moving down to lighter areas of the bitmap, we start "loosing" some of them.

Unfortunately we can't figure out how to do that, we tried area exclusion, but is changing the grid size.

any ideas?


Michal Karmazín

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Re: Forest pack question
« Reply #1 on: September 04, 2015, 03:13:35 PM »

I would suggest you a very versatile work-flow using a custom Distribution Map - in this case it might be a fully procedural map.

For example a Composite map (in attached sample scene combining Gradient & Cellular maps) should do the trick. This way wou'll have a wide control over the pattern by adjusting these maps (feel free to use any other - the Gradient & Cellular combination just show the idea of this approach / your own bitmap with defined pattern) and the Blending mode. If needed the Threshold value will adjust precisely the final black / white levels conversion.

Hope you'll find it useful.

Best regards,


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Re: Forest pack question
« Reply #2 on: September 07, 2015, 04:58:51 PM »
Hi Michal,

Thanks for the reply!

We tried your method, and really thanks for sharing the files.

Unfortunately is still too much "random", but it works for the concept.
I think that we are going to draw some splines, and change the density of the objects inside the areas defined by the splines. (if possible!)

Thanks again!