Itoo Software Forum

Author Topic: problem with scattering assets along walls  (Read 69 times)

KM4100

  • Newbie
  • *
  • Posts: 1
problem with scattering assets along walls
« on: March 14, 2019, 05:50:18 PM »
hi everyone!

trying to make it work as needed for a week(
so)

i have several floors as surfaces
have several splines as inner walls
what i want to make is objects (with offset pivots) to scatter along these splines facing segments of walls with their backs
shelves tv sets plants that are standing along walls in interior like in real life

what im doing
i use floor planes as surfaces and turn them off in area properties
placing needed number of splines for inner walls and use them with include option in area options
checking force open splines and adding thickness as walls have
and after use look to boundary effect adding only one phrase to script for 180 deg rotation
and everything works great!
except when i use any effect it only works for the top floor surface
and its really painful to have 100 forest packs in the scene with 100 floors building(

before i tied to manage with path distribution
so i made splines from walls contours and used them
but
collisions doesnt work and it looks like mess in the end

and after i decided to try it without any effects so it works for all floors
i used corona distance node with small distance for distribution map and walls for sub object to define the placement 
and the only problem left is rotation of assets perpendicular to each polygon of walls
i would use normals data for that as in ue but there is no suitable nodes for it in 3ds max

here i stuck(
is there any way to avoid effects ruin all the surface floors except top one?
or maybe there is a way to generate collision with path distribution?

« Last Edit: March 14, 2019, 05:51:53 PM by KM4100 »

Michal Karmazín

  • iToo Software
  • Hero Member
  • *****
  • Posts: 1624
Re: problem with scattering assets along walls
« Reply #1 on: March 15, 2019, 10:20:54 AM »
Hi,

Using the UV Mode, when "Floor plates are combined objects" work-flow, as described in the "Populate Building Interiors" tutorial, should work for your scenario.

Best regards,