ITOOSOFT Forum
Forest Pack => Forest Pro (*) => Topic started by: Nintenjo on August 19, 2025, 09:08:54 pm
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I have a mesh thats displaced with Vray Displacement and i am scattering some objects on it with FP, however the displacement is being ignored. I have setup the Effects based on your own tutorials in order to get displacement working but it dosnt seem to for me.
Ive attached images showing the objects scattering correctly in the viewport, but at render time they are not following the displaced mesh.
Ive attached a test scene to help, debug.. Maybe im doing somthing wrong? https://www.dropbox.com/scl/fi/t1hbcuq8wy01mkupaeqy3/DisplacementBug.zip?rlkey=u73jyhnpme9bbwx8pyyoizh4h&dl=0
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You need to use the effect. see:
https://www.youtube.com/watch?v=mEm4U98i_3c (https://www.youtube.com/watch?v=mEm4U98i_3c)
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You need to use the effect. see:
https://www.youtube.com/watch?v=mEm4U98i_3c (https://www.youtube.com/watch?v=mEm4U98i_3c)
I have done exactly that.. still no joy. (i did mention that above).
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Hi,
I’m sorry to hear you’re running into issues. Please avoid using the VRayTriplanarTex map — once it’s removed and the surface is remapped, everything should work fine. I hope this helps.
Best regards,
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Hi,
I’m sorry to hear you’re running into issues. Please avoid using the VRayTriplanarTex map — once it’s removed and the surface is remapped, everything should work fine. I hope this helps.
Best regards,
This dosnt really help since my entirely landscape is mapped using triplanar mapping, is it a bug that i cant use it or simply not supported as it kind of puts a hard stop on this entire workflow i am trying to achieve.
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I’m afraid this is a known limitation. Forest Pack determines the position of each element before rendering begins, but the VRayTriplanarTex map is evaluated later - during the render itself.
Best regards,
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Do you have any suggested alternative workflows i could try to use for worldspace mapping for my displacement that FP would support? I dont really want to 'bake' my displacement meshes since they need to remain live and editable.
Would a OSL triplanar mapping node work instead?
I could consider using UV's but then i need a way to blend it together for seemless texture / tiling.
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Applying a Displace modifier to the source surface object Cliff appears to be a possible solution. I’ve attached an updated version of your scene. I hope this helps.
Best regards,
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Another option you might find useful is to export the displaced mesh as a .vrmesh with the following MaxScript command:
$.modifiers[1].write_vrmesh = "C:\\PathToYourAssets\\cliff.vrmesh"
After rendering, you can disable the export by
$.modifiers[1].write_vrmesh = ""
This way, it won’t be exported again during subsequent renders.. Once the file is generated, you can load it as a VRayProxy and use it as the surface.
Best regards,