Hi,
I've been working on a project heavily featuring Forest Pro for a large landscape with a vehicle driving along a road. It is a very painful experience.
I'm sorry you had a bad experience using Forest Pro. We'll will try to attend each one of these issues:
Maybe I'm just not that efficient at using it but I find that it crashes Max a lot when using Vray IPR. Any small change will just instantly crash Max, mostly related to the forestcolor shader.
Please,
send us the minidump when it crashes. This is the only way we have to identify the problem.
Using minidumps we could solve recently a couple of issues related with IPR. One of them was fixed by Chaos (fix should be included in their latest builds), and other in our side (it will be included on next FP update).
Interactive Render modes are very tricky, because 3DS Max (and plugins) have not a standard mechanism to support them.
So each render engine implements their own methods, and it's a continuous work of trial and error adding workarounds (both in Forest and the render engine).
For animations it is very hard to know if the entire animation will feature an error as the view changes...will the forest max limits be reached? Surely some kind of checker for an animation should be included to make sure this doesn't happen otherwise you have to manually check frames. It is hard to know which frame might pass the threshold.
Sorry, i don't understand this. What limit do you mean exactly ? Does Forest show any message about that ?
Another annoying issue is, why am I getting dialogue telling me to change X & Y density rather than allowing me to up the items. I have 256gb on my pc and I'm not really understanding why there would be such fixed limits on the amount of items displayed at render time.
You can find a detailed explanation about what Density Limit means
here.
This limit was introduced to avoid to create huge distributions. Anyway, you can disable it setting
Distribution->Image->Max.Density to 0. Same from
Display->Render->Max Items.
Finally, the way that forestpro always seems to have worked is it will even take into consideration an item in the black part of the mask. Surely after all this time the code could be made more efficient and improved upon. It seems like ForestPro hasn't really evolved much at all over a number of years.
Initially Forest was designed to use this distribution mode (using images), because it's more efficient to scatter large areas:
a) We can create separated scattering threads, each one rasterizing a row of the image.
b) When applying Camera limit, it let us to remove large areas of the image (outside of the camera frustrum), without rasterizing them.
Other scattering plugins use a different method, with a fixed number of scattered items. But doing this, each item must be checked with the bitmap, the camera and the spline, and then decide to use or discard it.
We evaluated to include this method as an alternative mode in 'Distribution'. But it would be confuse for users, because it's very similar to the current procedure, and Forest has many options in the interface already.
in the other hand, we cannot remove or replace the original 'image' mode, because we must keep compatibility with existing scenes.
I am of course only listing these frusrations because I would like to see improvements but it really has been a series of crashes and waiting times with this plugin....including the interface which can take over 15 seconds to appear sometimes...
That is not normal. Does it happen each time you open the interface, or only the first time ?
Depending of that, it would a problem with the own interface, or the license loading (which is done only one time).
We know there was a problem of slow interface related to Threadrippers and dual CPUs (as described
here). But it should not happen with current CPUs.
With such high subscription prices and the amount of customers you have I'm somewhat dissapointed with how Forestpro works these days.
I'm sorry to hear that.
We continue working on the plugin and improving it, but unfortunately we also are limited by some factors (as compatibility with the existing work, or issues related with render engines).