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Author Topic: Scattering FPP system using another FPP creates incorrect result  (Read 980 times)

CQ4380

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Hey

I have forest pack pro that is mixing few leaves/branches in spline circle
I'm then taking that forest system and scattering that over larger area.

But the scattered objects appear to not be correct... I've attached examples.

How can I fix this?

On a side note I'm trying to create Hedge is there a way to control side/top scattering amounts of a box? They seems to be over scattering there like crazy.... < Looks like editing UV's change the pattern - amazing! :- )

For the moment I'm trying to use box as my base and then scatter over it my instances to produce very tight cut mesh.
« Last Edit: October 14, 2016, 12:19:34 PM by CQ4380 »

Michal Karmazín

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Re: Scattering FFP system using another FFP creates incorrect result
« Reply #1 on: October 14, 2016, 10:03:47 AM »
Hi,

While using the Surface - UV mode, it's very important to have UV coordinates precisely defined to get a coherent result - for example by a quick mapping with the UVW Map modifier (in your case the Box Mapping), but the proper UV mapping (by using the Unwrap UVW modifier) would be recommendable in most cases with complex geometry. Hope that helps.

Best regards,

CQ4380

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Re: Scattering FFP system using another FFP creates incorrect result
« Reply #2 on: October 14, 2016, 10:51:32 AM »
Hi,

While using the Surface - UV mode, it's very important to have UV coordinates precisely defined to get a coherent result - for example by a quick mapping with the UVW Map modifier (in your case the Box Mapping), but the proper UV mapping (by using the Unwrap UVW modifier) would be recommendable in most cases with complex geometry. Hope that helps.

Best regards,

Hey

Sure sounds good. But what about the inconsistenc scattering instance?

Just to recap..

A : spline > circle > forest object > 2 instances leaves + branches
B : I'm using A forest objects as source to scatter over the box.

The result is that the instances don't look the same. But rather random ? Why so, how can I keep consistent instances?

Michal Karmazín

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Re: Scattering FFP system using another FFP creates incorrect result
« Reply #3 on: October 14, 2016, 11:43:28 AM »
Hi,

Just from provided images it's really hard to say what might be happening in your scene. Would you mind to send us your scene to have a look at it here? Also please specify your configuration (3ds max / Forest Pack Pro / renderer releases you are using). Thanks in advance.

Best regards,

CQ4380

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Re: Scattering FFP system using another FFP creates incorrect result
« Reply #4 on: October 14, 2016, 12:19:20 PM »
Hi,

Just from provided images it's really hard to say what might be happening in your scene. Would you mind to send us your scene to have a look at it here? Also please specify your configuration (3ds max / Forest Pack Pro / renderer releases you are using). Thanks in advance.

Best regards,

Hey will do.

Also when using UV mode for a surface, is there a way o specify which channel we want to use?
As well is there a way to use UV with Boundary Checking for Edge/ via script or something?

Regards
Dariusz

Michal Karmazín

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Re: Scattering FPP system using another FPP creates incorrect result
« Reply #5 on: October 14, 2016, 12:46:07 PM »
Hi,

If you decide to use the UV mode for the Forest distribution, you should have the Channel 1 mapped for this purpose (you can use for example Channel 2 for the material and map it differently and so on).
Quote
"... is there a way to use UV with Boundary Checking for Edge?"
Unfortunately as Areas are not available when using the UV Surface mode, the work-flow explained in the "Grass Edges" tutorial (mixing small / large clumps) would be recommendable.

Best regards,

CQ4380

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Re: Scattering FPP system using another FPP creates incorrect result
« Reply #6 on: October 14, 2016, 12:55:11 PM »
Hi,

If you decide to use the UV mode for the Forest distribution, you should have the Channel 1 mapped for this purpose (you can use for example Channel 2 for the material and map it differently and so on).
Quote
"... is there a way to use UV with Boundary Checking for Edge?"
Unfortunately as Areas are not available when using the UV Surface mode, the work-flow explained in the "Grass Edges" tutorial (mixing small / large clumps) would be recommendable.

Best regards,

Hey, but that workflow is using Surface in XY mode and not UV mode. When I click on UV mode all Boundary Checking is disabled... ?

I'm trying to populate hedge wall that curves around in different directions.

Michal Karmazín

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Re: Scattering FPP system using another FPP creates incorrect result
« Reply #7 on: October 14, 2016, 03:47:10 PM »
Hi,

You're totally right. In such case those two complementing Forest object need to be driven by a "custom" Distribution Map (inverted on the second one) as in the attached sample scene.

Best regards,

CQ4380

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Re: Scattering FPP system using another FPP creates incorrect result
« Reply #8 on: October 14, 2016, 05:00:55 PM »
Hi,

You're totally right. In such case those two complementing Forest object need to be driven by a "custom" Distribution Map (inverted on the second one) as in the attached sample scene.

Best regards,

Mm I see. But that require custom map painting which can take quite a while of time... + uving...

Luckily I found a good workflow to  trim walls at the top and I am able to use large samples with it.
The top of the Hedge is standard XY surface with boundary detection and side is being trimmed by good guy vray :- ))

So far its working quite great! Got some holes tho that I need to fill with data or fine tune my settings but other than that my hedge is slowly getting  there.
For now I'm using 20cm samples (3m height of hedge atm) I will try upping it to 40-50 cm samples and then I need to rework leaves alpha so it don't look like grass anymore heh.

Anyway thanks for your help !