Itoo Software Forum

Forest Pack => Forest Pro (*) => Topic started by: Richard Birket on May 18, 2010, 06:40:56 PM

Title: Make objects fall within boundary
Post by: Richard Birket on May 18, 2010, 06:40:56 PM
Hi all.

I have a collection of bushes and shrubs that I am using in an FP object, randomly rotated and scaled with a 65% collision detection. The problem I have is that some/most of the shrubs don't have the trunk/stalk in the centre: some are multi-stemmed varieties for instance. I find that some of the objects are scattered too close to the perimeter and therefore appear to be coming out of the tarmac road rather than the area of soil I am using as the perimeter line.

Is there a way to have a tool, similar to collision detection, that will stop FP from generating proxies too close to the perimeter?
Title: Re: Make objects fall within boundary
Post by: iToo on May 18, 2010, 07:32:29 PM

The problem is that boundary checking is done using the object's pivot, not its size, because the scattering algorithm is much faster working this way. We like to solve this issue in next releases.

As workaround you can apply a Density Falloff curve in the Area rollout, to adjust the number of objects near the edge. Also in finished objects, you can switch to Custom Edit mode and remove the extra items manually.

Title: Re: Make objects fall within boundary
Post by: Richard Birket on May 19, 2010, 09:51:52 AM
Thanks for your reply. I have been experimenting with density falloff and it will act as a temporary work around.  I have not played with Custom Edits yet. Presumably, once this is done, the FP Object is fixed? I will have a play around with it.

Perhaps the default boundary checking could be done using Pivot points, with an option for overall size instead, that way it will remain fast in most cases.
Title: Re: Make objects fall within boundary
Post by: iToo on May 19, 2010, 01:14:46 PM

Quote
Thanks for your reply. I have been experimenting with density falloff and it will act as a temporary work around.  I have not played with Custom Edits yet. Presumably, once this is done, the FP Object is fixed? I will have a play around with it.

The Custom Edit mode lets you to edit the objects, create or delete them from specific positions, or change their properties. Once you have scattered the plants, you can use it to remove those that fall outside of the boundary.

Quote
Perhaps the default boundary checking could be done using Pivot points, with an option for overall size instead, that way it will remain fast in most cases.

May be, we must to test different methods before implementing it.