1
Forest Pro (*) / Re: Seemingly random blurry patches - Vray GPU
« Last post by TeeKay on July 11, 2025, 05:51:37 pm »Hi,Sorry, I got issues mixed up; we currently have 2 problems submitted to Chaos and it was a different issue related to a different plugin that they referred us back to the plugin creator.
I'm sorry to hear you're encountering these issues. To be honest, I'm not sure why Chaos Group referred you to us—when it comes to GPU rendering, support for our plug-in is fully handled by Chaos Group. That said, we’ll do our best to help from our side. Would you mind running a quick test using Forest Tools to export all distributed items as instances before rendering? You can find this option under Utilities > More... > Forest Tools. For more information, please refer to our online reference guide. This test will help determine whether the issue occurs during the conversion of the Forest object.
Thanks in advance for any additional details you can provide.
Best regards,
For this issue, they just haven't responded at all yet

Thanks for being willing to help though!
After instantiating the wood chips, the render looks exactly the same I'm afraid. (didn't bother attaching the image, there really is no difference)
2
RailClone Pro (*) / Re: Outgoing / Incoming corners ?
« Last post by HU0164 on July 11, 2025, 04:59:27 pm »Thank's.
I've pretty much succeeded in what I set out to do.
But I don't understand why the 2 elements designated by the arrows don't take into account (on this side of my angle object) the padding value.
Everything else works fine.
Thanks for your help.
I've pretty much succeeded in what I set out to do.
But I don't understand why the 2 elements designated by the arrows don't take into account (on this side of my angle object) the padding value.
Everything else works fine.
Thanks for your help.
3
Forest Pro (*) / Re: Using GBuffer ID to Switch Material Visibility in Single Forest Pack Preset?
« Last post by CM1251 on July 11, 2025, 03:22:39 pm »Hi Michal,
That is an option too, but I would’ve preferred a single instance of the object and some feature to control its variables. Mainly to keep the list shorter, as right now it already has 20 vehicles (and I plan to increase this to 24). Duplicating them would make the list incredibly unwieldy.
For example, if I place everything down and then select the active cars, I can’t just mass-change their GBuffer IDs to 1. I’d have to go through the list, set all the inactive/parked car probabilities to 0%, and then run a randomizer to replace those vehicles. After that, I’d still need to manually check that each placed vehicle has the correct geometry selection and colour. Knowing the workflow beforehand would help, but since I only do this occasionally, it ends up involving a lot of rework and trial and error each time.
This is why having the ability to control each instance’s GBuffer ID (or a custom Forest ID) would be so helpful. If I had furniture, trees, or vehicle colours tied to the ID, I could simply change an item’s ID value to get the result I want, without needing separate geometry items or FP presets.
That is an option too, but I would’ve preferred a single instance of the object and some feature to control its variables. Mainly to keep the list shorter, as right now it already has 20 vehicles (and I plan to increase this to 24). Duplicating them would make the list incredibly unwieldy.
For example, if I place everything down and then select the active cars, I can’t just mass-change their GBuffer IDs to 1. I’d have to go through the list, set all the inactive/parked car probabilities to 0%, and then run a randomizer to replace those vehicles. After that, I’d still need to manually check that each placed vehicle has the correct geometry selection and colour. Knowing the workflow beforehand would help, but since I only do this occasionally, it ends up involving a lot of rework and trial and error each time.
This is why having the ability to control each instance’s GBuffer ID (or a custom Forest ID) would be so helpful. If I had furniture, trees, or vehicle colours tied to the ID, I could simply change an item’s ID value to get the result I want, without needing separate geometry items or FP presets.
4
RailClone Pro (*) / Re: Outgoing / Incoming corners ?
« Last post by Michal Karmazín on July 11, 2025, 03:02:04 pm »Depending on whether the beveling operation is required, you can either wire an empty Segment or change the type of the relevant vertices and adjust the Rules > Corner > Vertex Type setting accordingly.
Best regards,
Best regards,
5
RailClone Pro (*) / Re: Outgoing / Incoming corners ?
« Last post by HU0164 on July 11, 2025, 02:53:42 pm »Thank you, it works.
And if I want to put an object only in the outgoing corners and nothing in the incoming corners.
In the incoming corners, I'd like the "default node" to be used.
Is this possible?
And if I want to put an object only in the outgoing corners and nothing in the incoming corners.
In the incoming corners, I'd like the "default node" to be used.
Is this possible?
6
RailClone Pro (*) / Re: Outgoing / Incoming corners ?
« Last post by Michal Karmazín on July 11, 2025, 02:24:21 pm »Hi,
You can place the correct object using the Vertex Angle option within the Conditional Operator. I hope that helps.
Best regards,
You can place the correct object using the Vertex Angle option within the Conditional Operator. I hope that helps.
Best regards,
7
RailClone Pro (*) / Outgoing / Incoming corners ?
« Last post by HU0164 on July 11, 2025, 02:18:47 pm »Hi,
I'd like to be able to put an object called A on the outgoing corners and an object called B (or no object) on the incoming corners.
Is this possible?
I'd like to be able to put an object called A on the outgoing corners and an object called B (or no object) on the incoming corners.
Is this possible?
8
Forest Pro (*) / Re: Using GBuffer ID to Switch Material Visibility in Single Forest Pack Preset?
« Last post by Michal Karmazín on July 11, 2025, 01:29:13 pm »Hi,
Probably the easiest way to handle this is to "duplicate" the item in the Geometry list, assign the desired material to the duplicate, and then switch between the items as needed. I hope that helps!
Best regards,
Probably the easiest way to handle this is to "duplicate" the item in the Geometry list, assign the desired material to the duplicate, and then switch between the items as needed. I hope that helps!
Best regards,
9
Forest Pro (*) / Using GBuffer ID to Switch Material Visibility in Single Forest Pack Preset?
« Last post by CM1251 on July 11, 2025, 01:11:37 pm »Good day,
I was wondering if anyone here has experience with a tricky problem I'm facing. Currently, I have two custom FP presets: one with my traffic vehicles where the lights are on and the driver is visible, and another with the same vehicles but materials adjusted so the driver is invisible and the lights appear off. Essentially, an Active and a Parked group.
I’d like to combine these into a single preset without duplicating vehicles in the geometry list. In other models and scenes (unrelated to FP), I often use CoronaMultiMap and/or BlendMtl/LayeredMtl to drive an object's material visibility. For this problem, I would take the headlight, taillight, and driver materials and inject a CoronaMultiMap into the self-illumination or opacity slot (depending on the material), where Object GBuffer ID 0 is OFF (Parked) and GBuffer ID 1 is ON (Active). Then, in the FP Item Editor, I would place all my car models and modify their User ID or Sub Item selection to set each as parked or active.
From what I can tell in the documentation, this isn’t currently possible within FP, forcing me to rely on two separate presets. I’m hoping someone has tried something similar and found a workflow to make it work, though I’m ready to accept it may not be feasible.
If that’s the case, could the devs kindly consider adding functionality—even as another FP material map node (like Colour or Edge)—that allows presets to include additional material options or variations through a selector, similar to CoronaMultiMap or CoronaSelectMap?
Cheers!
I was wondering if anyone here has experience with a tricky problem I'm facing. Currently, I have two custom FP presets: one with my traffic vehicles where the lights are on and the driver is visible, and another with the same vehicles but materials adjusted so the driver is invisible and the lights appear off. Essentially, an Active and a Parked group.
I’d like to combine these into a single preset without duplicating vehicles in the geometry list. In other models and scenes (unrelated to FP), I often use CoronaMultiMap and/or BlendMtl/LayeredMtl to drive an object's material visibility. For this problem, I would take the headlight, taillight, and driver materials and inject a CoronaMultiMap into the self-illumination or opacity slot (depending on the material), where Object GBuffer ID 0 is OFF (Parked) and GBuffer ID 1 is ON (Active). Then, in the FP Item Editor, I would place all my car models and modify their User ID or Sub Item selection to set each as parked or active.
From what I can tell in the documentation, this isn’t currently possible within FP, forcing me to rely on two separate presets. I’m hoping someone has tried something similar and found a workflow to make it work, though I’m ready to accept it may not be feasible.
If that’s the case, could the devs kindly consider adding functionality—even as another FP material map node (like Colour or Edge)—that allows presets to include additional material options or variations through a selector, similar to CoronaMultiMap or CoronaSelectMap?
Cheers!
10
Announcements / RailClone Lite/Pro 7.1.1
« Last post by iToo on July 11, 2025, 11:50:30 am »A new update of the software is available:
RailClone 7.1.1
- Fixed: Library Items using Portable format are not scaled with scene's units.
- Fixed: RCSlice parameters are not scaled with scene's units.
- Fixed material error loading 'Windows' libraries.
RailClone 7.1.0
- Fixed issue of Material operator in Arnold renderer when instancing is enabled.
- Fixed issues with Portable Material libraries.
- Updated 'Windows' library.
RailClone 7.0.9
- Added support of V-Ray 6 in 3DS Max 2026.
- Fixed freeze issue with Segments using modifiers.
- Fixed: items are not properly instanced when using Mirror operator.
- Fixed geometry displacement with some segments using RC Slice.
- Fixed: RC Slice->'Y Default' doesn't work well if 'X Default' is disabled.
- Context menu->Selector dialogs are larger and resizeable.
If you have any questions about this release, please let us know on the forums.
RailClone 7.1.1
- Fixed: Library Items using Portable format are not scaled with scene's units.
- Fixed: RCSlice parameters are not scaled with scene's units.
- Fixed material error loading 'Windows' libraries.
RailClone 7.1.0
- Fixed issue of Material operator in Arnold renderer when instancing is enabled.
- Fixed issues with Portable Material libraries.
- Updated 'Windows' library.
RailClone 7.0.9
- Added support of V-Ray 6 in 3DS Max 2026.
- Fixed freeze issue with Segments using modifiers.
- Fixed: items are not properly instanced when using Mirror operator.
- Fixed geometry displacement with some segments using RC Slice.
- Fixed: RC Slice->'Y Default' doesn't work well if 'X Default' is disabled.
- Context menu->Selector dialogs are larger and resizeable.
If you have any questions about this release, please let us know on the forums.