Hi, thanks for the question. Here's the reply from a similar question that was asked before, I hope it helps:
How you tackle this depends to a certain extent on the type of dry stone wall construction. If the wall has visible courses where the jigsawing together of stones is clearly visible then the easiest way is to use a similar approach as shown in this RailClone thread
, and here's another
with a similar approach. This method involves creating pre-composed scatter objects that interlock to help hide obvious joins.
You would then pick the Full
distribution map and adjust the X and Y Density separately until the scattered objects fit together. You can use this technique with surface in either XY or UV mode. I've included a file called drystone_tetris_style.max to illustrate these techniques. You can download it from here
Alternatively you may more of a "pile-of-stones" style of drystone wall in which case you can use XY or Surface mode to scatter simple rock models onto a surface. In this technique you would simply scatter using a Full distribution map (as in the previous example) onto a vertical surface using surface > UV
mode, making sure that the Direction Slider
is set to 0
. To get more variety out of the stones I'd randomise rotation between 0 and 359 degrees for all 3 axis.
You can download a sample file for this here
. Of course the advantage of using Forest Pack for this is that you can use Forest Color to add additional texture and tint variation, if you need any more information about this we recommend the Autumn Park
I hope that helps but if you have any further questions please don't hesitate to let me know.