Itoo Software Forum

Forest Pack => Forest Pro (*) => Topic started by: gnu on August 04, 2011, 05:53:38 PM

Title: scale by distance
Post by: gnu on August 04, 2011, 05:53:38 PM
as mentioned in a couple of posts, the ability to scale by distancefrom camera would be great for grass, as it would avoid popup in animations.   in fact the best would be to scale in the z axis with distance, or move down on the z axis with distance.  that way the grass would fade gracefully out towards the horizon.
Title: Re: scale by distance
Post by: iToo on August 04, 2011, 06:36:36 PM

I think it can be done easily. Just added to the wishlist.  ;)

Title: Re: scale by distance
Post by: gnu on August 04, 2011, 07:19:24 PM
ok i had a brainwave, and tried to map the scale variance to a vray distance tex map, linked to the camera..  didnt do anything at all :(

 is it even possible to use procedural maps like this with forest?
Title: Re: scale by distance
Post by: iToo on August 04, 2011, 08:16:30 PM

By some reason, vray distance works fine as a distribution map, but not as scale or rotate map. I think that it is being applied, but the alignment with the UV coordinates is not correct.

Unfortunately, we have not found yet what is it the problem exactly. We should investigate it further.

Title: Re: scale by distance
Post by: Alejandro on August 05, 2011, 09:00:38 PM
You couldn't use a falloff map in "distance blend" mode to do this? At first view should work

Regards
Title: Re: scale by distance
Post by: gnu on August 08, 2011, 04:39:52 PM
i thought of this too, but it doesnt seem to work at all.  i dont know if this is connected to the reason that distance tex doesnt work, but it just doesnt do anything. adjusting the distance setting just goes past a certain point and all the trees either appear or dissapear.

i dont know if its due to the fact that the falloff map is calculated at rendertime, or the fact its a screen mapped texture (?)   forest only seems to accept standard uvw mapped maps.

Title: Re: scale by distance
Post by: iToo on August 08, 2011, 08:31:59 PM

I am testing it, and doesn't work. Probably the map is evaluated by the render engine before the current view is assigned, generating strange results. So, these type of maps can be used only as materials, but not as geometry modifiers.

The Displace modifier has the same problem.