Itoo Software Forum

Forest Pack => Forest Pro (*) => Topic started by: cc8boy on March 24, 2017, 09:08:50 AM

Title: Very simple problem, I want different size of boxes.
Post by: cc8boy on March 24, 2017, 09:08:50 AM
Hi iToosoft,
I have a very anxious question. I'm making some sorts of moving Boxes in industrial pipeline. Remember they must be moving but not rotating. I use "UV mode" scatter trick in this scene. BUT! I WANT DIFFERENT SIZE OF THE BOXES. THEY ARE ALL THE SAME no matter what I did. I did have different samples box put into forest object. Please see my scene file.

How can I make the box sizes different in this pipeline ? Even I need different moving objects not only moving boxes in this pipeline. Can you help me, please ?

PLEASE SAVE THE FILE IN MAX2012 FORMAT.
Title: Re: Very simple problem, I want different size of boxes.
Post by: amitgedia on March 24, 2017, 02:43:59 PM
hi,
did you try using the transform tab which has scale and translation features
Title: Re: Very simple problem, I want different size of boxes.
Post by: cc8boy on March 24, 2017, 04:03:47 PM
Of cause I tried " transform tab".  But they're still all the same size. But I should not depend on the " transform tab". Because I will use different objects as sample objects in this pipeline.
Title: Re: Very simple problem, I want different size of boxes.
Post by: Michal Karmazín on March 24, 2017, 05:48:48 PM
Hi,

In your scene all faces are sharing the same UV coordinates, so just one item is placed to that position in the UV space.

Please, feel free to check attached scene with proposed solution. There is UVW Unwrap modifier applied with "packed UVs" to a rectangular grid and than Tiles map with corresponding number of tiles controlling the distribution for that Map Channel. This way each placed item is not sharing the position in UV space with any other item and it's calculated independently.

Hope that helps.

Best regadrs,
Title: Re: Very simple problem, I want different size of boxes.
Post by: cc8boy on March 27, 2017, 09:00:28 PM
Hi,

In your scene all faces are sharing the same UV coordinates, so just one item is placed to that position in the UV space.

Please, feel free to check attached scene with proposed solution. There is UVW Unwrap modifier applied with "packed UVs" to a rectangular grid and than Tiles map with corresponding number of tiles controlling the distribution for that Map Channel. This way each placed item is not sharing the position in UV space with any other item and it's calculated independently.

Hope that helps.

Best regadrs,
Hi everyone,
I must explain why I must use forest pro to scatter the objects on the conveyor belt now.
This is just the test scene. I won’t just place boxes on the conveyor belt. I will put some machine with Vertex Normal export from some CAD software such as Rhinoceros.
1. Railclone pro will be very limited in dealing with the objects with Vertex Normals.
2. There must be only one multi-material in one Railclone object. It’s not very easy to change the sample objects.
3. The Group objects is not accepted by Railclone pro as segment object.
4. There will be multiple layer of conveyor belt in my scene. It is not a simple conveyor belt on one plane.

The very important thing is Forest pro pack is good at rendering complex high poly objects with complex material. The Normal vertex won't be currupted too.
So, I must use Forest Pro Pack. Do you understand now ?