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Forest Pro (*) / Re: Exclude falloff - bug
« Last post by RealViz on Today at 12:28:13 PM »OK, I thought so. It's no problem getting used to it. I guess I just missed it in the announcement of the new features. Thank you
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Forest Pro (*) / Re: Vray 7 update release date?
« Last post by ritoo on Today at 11:44:53 AM »After reading "This update includes support for ForestIvy Chaos Vantage" I'd like to clarify: Ivy geo still rendered in Vantage only via mesh mode, right?
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Forest Pro (*) / Re: Exclude falloff - bug
« Last post by Michal Karmazín on Today at 11:25:52 AM »Hi,
This is how the plug-in currently handles 'inner' areas: any isolated area within an Include area becomes an Exclude area, and vice versa. If additional areas exist within those, the logic alternates, switching the mode with each level. To avoid this behavior, you’ll need to handle these areas separately. I hope this clarifies it.
Best regards,
This is how the plug-in currently handles 'inner' areas: any isolated area within an Include area becomes an Exclude area, and vice versa. If additional areas exist within those, the logic alternates, switching the mode with each level. To avoid this behavior, you’ll need to handle these areas separately. I hope this clarifies it.
Best regards,
4
Forest Pro (*) / Exclude falloff - bug
« Last post by RealViz on Today at 11:05:35 AM »Hi, I noticed that if falloff is for Exclude, it is also validated in Include. Basically the idea is that if there is a closed curve/paint and there is an opening inside this curve, it is taken as Exclude. Which for me is probably not correct. Or am I wrong?
More in GIF:
More in GIF:
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ForestIvy / Master Style as RC
« Last post by RealViz on Today at 10:43:17 AM »Hi, again I was wondering what could improve FIvy. Just like RC has "MasterStyle", FIvy could have it too. Because if I draw in one FIvy, it becomes quite slow over time (really many Ivy). Plus, individual FIvy's could be turned off for individual camera shots. However, there would still be the possibility of influencing all FIs together.
THX
THX
6
Forest Pro (*) / Re: Forest Pack Grass Preset
« Last post by Michal Karmazín on Today at 09:08:36 AM »To use smaller items for edges, as Thomas mentioned, there are several possible setup options - for example, you can also use the bundled effect 'Change items by distance to boundary'. If any gaps appear, you can quickly fix them by adjusting the Distribution Map settings, specifically the Density or Offset X/Y values. This should resolve the issue, as shown in the attached screenshots.
I hope that helps.
Best regards,
I hope that helps.
Best regards,
7
Forest Pro (*) / Re: Forest Pack Grass Preset
« Last post by PX2937 on November 10, 2024, 11:38:49 AM »Hey thanks for the reply, that's a good idea that! I'm going to give this a go on my next build, thank you
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Forest Pro (*) / Re: Forest Pack Grass Preset
« Last post by Tomas on November 10, 2024, 12:33:45 AM »Hi, I'd say it is typical for low density. You can decrease the threshold or change the density to a lower size. I assume you are using the edge mode to prevent overlaps. Anyway, all of these things in large real estate projects makes my scenes slow for a work. So I am not using the edge mode or don't push the density much, but I solve overlaps or gaps by second FP that has the same area as the first one, but it has much smaller proxies and use Fallof Affect (AREAS) parameter to scatter these small proxies only along edges.
It is sometimes better also do fallof affect parameter on first FP to cut proxies out of edges.
So in final, you have one FP for inside parts of areas and second one only for edges. This way my scenes still go fast for render and fast for work.
It is sometimes better also do fallof affect parameter on first FP to cut proxies out of edges.
So in final, you have one FP for inside parts of areas and second one only for edges. This way my scenes still go fast for render and fast for work.
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RailClone Pro (*) / Re: Hit and Miss Brick help
« Last post by LC3D on November 09, 2024, 11:44:36 PM »Yes, for example, you can use the spline’s Material ID to control where it will be applied. Please find attached a revised version of your scene (241108_HitMissBrick_ITOOSOFT.max). I hope that helps.
Best regards,
Thank you SO much! I really appreciate it!
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Forest Pro (*) / Forest Pack Grass Preset
« Last post by PX2937 on November 08, 2024, 11:02:27 PM »Hey, I work on a lot of large scale estate scenes using the preset for large areas of grass, for example if an area of grass ends at edging to a path way, there are always areas in which there are gaps, where the scatter clips that object as it crosses the include area/surface, are there any tips or tricks to gain a cleaner look straight out of render? Currently stamp every gap in post but cant be quite time consuming on complex areas. Maybe increasing the density could fix this? But could make the scene a lot heavier. Thanks!