Itoo Software Forum

Forest Pack => Forest Pro (*) => Topic started by: TP4705 on October 24, 2015, 06:54:09 PM

Title: Scatter on animated surface flickers 2
Post by: TP4705 on October 24, 2015, 06:54:09 PM
Is this problem fixed in most recent forest pack? I mean FP does not keeping the locked number and positions of objects when animation is applied to a surface. I know workaround with pflow, but it isn't too hygienic.

Thanks
Title: Re: Scatter on animated surface flickers 2
Post by: Michal Karmazín on October 26, 2015, 10:29:41 AM
Hi,

I suppose you're referring to scenarios like the one mentioned in this "Scattering on animated surface (http://forum.itoosoft.com/index.php?topic=2782.0)" thread, where the UV space is significantly deformed in time. The possible workaround is to "define the total number of simple "help" surfaces" as shown there.

Actually, the way how the Forest Pack plug-in distribution algorithm works doesn't allow to force total number of items.

Best regards,
Title: Re: Scatter on animated surface flickers 2
Post by: JB1439 on November 01, 2015, 06:07:56 AM
I ve got the same thing happening here , my forest disappears after 50 frames or so  and start flickering 
Title: Re: Scatter on animated surface flickers 2
Post by: Michal Karmazín on November 02, 2015, 09:17:14 AM
Hi,

That sounds like a different issue. Would you mind to send us your scene (ideally simplified and containing just problematic Forest object(s)) through WeTransfer (https://www.wetransfer.com/) to support@itoosoft.com to analyse it here? Thanks in advance.

Best regards,
Title: Re: Scatter on animated surface flickers 2
Post by: TP4705 on January 02, 2016, 12:06:29 PM
Hi,

I suppose you're referring to scenarios like the one mentioned in this "Scattering on animated surface (http://forum.itoosoft.com/index.php?topic=2782.0)" thread, where the UV space is significantly deformed in time. The possible workaround is to "define the total number of simple "help" surfaces" as shown there.

Actually, the way how the Forest Pack plug-in distribution algorithm works doesn't allow to force total number of items.

Yes. Is this that hard to add some option tick in next build of fpp? Using Pflow to workaround makes no sense since pflow is slower with large amount of particles. I can use frost with prt from thinkbox, or other stuff, but only FPP renders that fast with octane.
Please fix this thing asap, its a long standing issue.

nl

Best regards,