Forest Pack > Forest Pro (*)

Save particular items visibility\transformation state in Max's Scene States?

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Paul Roberts:
I'm afraid not at present, items inside FP don't have a visibility track and in any case, individual items aren't animatable.

Paul Roberts:
I'm not sure if this is any help (its a bit of a hack!)

Using Forest Pack in Reference > Markers mode you could target triangles added anywhere you want a tree/object to grow (these markers could also be scattered with FP). You'd then add an Edit Mesh modifier for each state and delete or move the triangles as required. By turning on an off those modifier for each state you'd get a distribution that can be quickly switched.



Here working in State Sets, I'm not sure if scene states works with modifiers.

Paul

ritoo:
 ;D this is perfect example thinking outside of the box, many thanks. I guess playing with faces material id (instead of Edit Mesh modifier) would work as well.

But the perfect solution would be 2 important* options:
1) Implement layer objects as reference
2) Option to turn forest off if reference\surface  layer is off

*- it also makes possible automatic scattering (replacing) when user reloads dummies from other applications (autocad\sketchup blocks sitting on separate layer).
  I wanted to request this feature before this post, but now I see that 'layer as reference' feature would help to solve item's visibility problem in the current view. all is needed is to temporally put dummies\surfaces on some !!_TempHidden layer and save it in Scene State.
Are those 2 options doable?



ritoo:
@Paul nice hack but State sets are not recognized by batch render, only Scene states.
What I discovered just now is another trick: The reference objects could be linked to some disabled light (say VraySphereLight) and when needed just move this light beneath the ground and save this scene state. As result forest members will go down as well and won't be rendered in this particular view. Kind of dirty alternative to forest sets from layers in v8 :)

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