1
Forest Pro (*) / Re: Forest Pack & Balcony Plants
« Last post by KD4391 on Today at 02:02:23 pm »The thing im confused about, is i just added a spline to the AREA (include spline). The UV is within the surface area is it not? However if i am doing this via spline and NOT surface then how is this done? sorry mate i am confused.
2
RailClone Pro (*) / Re: Outgoing / Incoming corners ?
« Last post by Michal Karmazín on Today at 01:58:39 pm »You're welcome. The alignment issue occurs because the Pivot Point is used to position the segment. However, you can easily correct this by adjusting the Right Padding value to compensate. Please find attached a revised version of your scene. I hope this helps.
Best regards,
Best regards,
3
Forest Pro (*) / Re: Forest Pack & Balcony Plants
« Last post by KD4391 on Today at 12:59:50 pm »Thanks so much
In most cases, everything works just fine for any area type. However, I mentioned Spline Area(s) because even when using Surface Area, the plug-in internally generates a virtual spline from the closed edges of the mesh. This virtual spline is used for several operations, including boundary checking, falloffs, and more. Sometimes—especially when there are issues in the surface topology (such as overlapping faces)—this virtual spline may not behave as expected, which can lead to problems like self-intersections. Using Spline Areas gives you direct and precise control over these splines used in the distribution.
While detaching "stacked surfaces" is currently required when using the default XY mode, this is not necessary when using the previously mentioned UV mode. If you encounter any issues, please feel free to send us your scene and we will be happy to take a look. Thanks in advance.
Best regards,
4
Forest Pro (*) / Re: Forest Pack & Balcony Plants
« Last post by Michal Karmazín on Today at 11:23:00 am »In most cases, everything works just fine for any area type. However, I mentioned Spline Area(s) because even when using Surface Area, the plug-in internally generates a virtual spline from the closed edges of the mesh. This virtual spline is used for several operations, including boundary checking, falloffs, and more. Sometimes—especially when there are issues in the surface topology (such as overlapping faces)—this virtual spline may not behave as expected, which can lead to problems like self-intersections. Using Spline Areas gives you direct and precise control over these splines used in the distribution.
While detaching "stacked surfaces" is currently required when using the default XY mode, this is not necessary when using the previously mentioned UV mode. If you encounter any issues, please feel free to send us your scene and we will be happy to take a look. Thanks in advance.
Best regards,
While detaching "stacked surfaces" is currently required when using the default XY mode, this is not necessary when using the previously mentioned UV mode. If you encounter any issues, please feel free to send us your scene and we will be happy to take a look. Thanks in advance.
Best regards,
5
Forest Pro (*) / Re: Forest Pack & Balcony Plants
« Last post by KD4391 on Today at 10:56:41 am »Thanks - & this is what i was after. So you think adding splines instead is better? why?
As for the UV mode, so youre saying to make the UVs bigger/Smaller (ie randomness to scale and rotation?)? Would it matter if its in real world units?
When you said the surface area and it not mattering, well it does. Because unless you detach it, it WONT add the plants to anything beneath the upmost (highest) surface if that makes sense.
As for the UV mode, so youre saying to make the UVs bigger/Smaller (ie randomness to scale and rotation?)? Would it matter if its in real world units?
When you said the surface area and it not mattering, well it does. Because unless you detach it, it WONT add the plants to anything beneath the upmost (highest) surface if that makes sense.
Hi,
Even if you prefer using Surface Area over Spline Area(s), which is often more flexible, there’s still no need to detach them. Instead, you can use the UV mode and adjust the UV mapping slightly for each level to differentiate them. I hope this helps.
Best regards,
6
RailClone Pro (*) / Re: Conform to landscape w Flat top?
« Last post by Michal Karmazín on Today at 10:51:51 am »Hi,
When using the Deform > Vertical mode, you can take advantage of the Flat Top and Flat Bottom parameters. These allow you to flatten the top or bottom of the geometry. The values define the maximum distance along the Z-axis over which the effect is applied, starting from the top or bottom of the object. Please find attached a sample scene. I hope this helps.
Best regards,
When using the Deform > Vertical mode, you can take advantage of the Flat Top and Flat Bottom parameters. These allow you to flatten the top or bottom of the geometry. The values define the maximum distance along the Z-axis over which the effect is applied, starting from the top or bottom of the object. Please find attached a sample scene. I hope this helps.
Best regards,
7
Forest Pro (*) / Re: Forest Pack & Balcony Plants
« Last post by Michal Karmazín on Today at 10:27:34 am »Hi,
Even if you prefer using Surface Area over Spline Area(s), which is often more flexible, there’s still no need to detach them. Instead, you can use the UV mode and adjust the UV mapping slightly for each level to differentiate them. I hope this helps.
Best regards,
Even if you prefer using Surface Area over Spline Area(s), which is often more flexible, there’s still no need to detach them. Instead, you can use the UV mode and adjust the UV mapping slightly for each level to differentiate them. I hope this helps.
Best regards,
8
Forest Pro (*) / Re: Scale from height
« Last post by Michal Karmazín on Today at 10:08:30 am »Hi,
You can adjust the scale using the Transform > Scale > Map feature by modifying the map assigned to it. In the revised version, I’ve used a Gradient Ramp map, which can be easily customized by adjusting its parameters to achieve the desired effect. I hope this helps.
Best regards,
You can adjust the scale using the Transform > Scale > Map feature by modifying the map assigned to it. In the revised version, I’ve used a Gradient Ramp map, which can be easily customized by adjusting its parameters to achieve the desired effect. I hope this helps.
Best regards,
9
RailClone Pro (*) / Re: Gradient Problem
« Last post by Michal Karmazín on Today at 09:45:32 am »Hi,
For this purpose, you can use the bundled Gradient Probability macro, where you can fine-tune the Transition Position and Transition Range parameters to control the distribution. Please find attached a modified version of your scene. I hope this helps.
Best regards,
For this purpose, you can use the bundled Gradient Probability macro, where you can fine-tune the Transition Position and Transition Range parameters to control the distribution. Please find attached a modified version of your scene. I hope this helps.
Best regards,
10
Forest Pro (*) / Forest Pack & Balcony Plants
« Last post by KD4391 on July 13, 2025, 01:46:16 pm »Hi team
What is the best method/practice to use forest pack when the plans to be distributed, are on top of each other on different levels - see attached.
What i am currently doing, is detaching each surface for each balcony as its own mesh and then adding all these meshes individually within the surfaces rollout - is this the best way to do it? it feels a bit clumsy
What is the best method/practice to use forest pack when the plans to be distributed, are on top of each other on different levels - see attached.
What i am currently doing, is detaching each surface for each balcony as its own mesh and then adding all these meshes individually within the surfaces rollout - is this the best way to do it? it feels a bit clumsy