ITOOSOFT Forum

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1
Forest Pro (*) / Re: Help with Forest and Unreal
« Last post by Arphalax on December 19, 2025, 11:41:45 pm »
Thanks, any useful information will be very welcome. Happy holidays.
2
RailClone Pro (*) / Re: Clipping area issue for cladding
« Last post by spomenik on December 19, 2025, 11:02:11 pm »
I believe that was essentially it - the imported geometry produced a problematic spline when I tried to automate the process. I'm new to both RailClone and Revit files, so I appreciate the patience through my stupid questions!
3
Forest Pro (*) / Re: Light Instances not visible in Viewport
« Last post by OM2863 on December 19, 2025, 04:49:43 pm »
Hello, we recently started using FP to instance lights in our scene files. It was very convenient to actually see the lights. Any chance of bringing back the ability to display the lights? Maybe adding a new toggle option and popup warning regarding issues with nitrous. Thanks!
4
Forest Pro (*) / Re: Help with Forest and Unreal
« Last post by Michal Karmazín on December 19, 2025, 02:49:14 pm »
Hi,

First, it’s worth mentioning that we don’t have much control over how Datasmith exports our plugins, as Epic uses our APIs to support ForestPack and RailClone, not the other way around. That said, we’ll see if there’s any way we can help, but unfortunately, due to our current workload and other pending tasks, I’m unable to provide a specific timeframe. Most likely, we’ll be able to explore possible solutions in the new year. Thank you for your understanding.

Best regadrs,
5
RailClone Pro (*) / Re: Clipping area issue for cladding
« Last post by Michal Karmazín on December 19, 2025, 08:16:08 am »
Hi,

I’d recommend checking whether these splines are closed and, if so, adjusting their Material IDs. If you’re still experiencing issues, please feel free to send us your scene, ideally simplified and containing only the problematic object(s), and we'll check it here. Thank you in advance.

Best regards,
6
RailClone Pro (*) / Clipping area issue for cladding
« Last post by spomenik on December 19, 2025, 12:20:14 am »
When applying a cladding preset to a new spline, it has hilariously applied itself to almost the complete inverse of where it should be. I was wondering if the suggestions in the official YT video on cladding might help, in the Expand Hierarchy section, but so far no.

The spline came from using the Create Shape from Edges function on layer CH-EXT-LapSiding-7IN_Lap Siding - 7", so I'm not sure if it might just be a generic issue with the spline to begin with.
7
RailClone Pro (*) / Re: Controlling "chamfer" on Cladding Preset?
« Last post by spomenik on December 17, 2025, 05:55:03 pm »
EDIT: found it! Map #17 is a CoronaRoundEdges node. That was adding the effect. Thanks for the response

So, it's definitely not the source geometry - that is just a simple box shaped to be a plank. I think it's coming from somewhere in the rc_plank_cladding material? I threw that material on this new box object, and you can see the edges showing up what I believe to be the same effect.. but I can't find what exactly in the RC material would be causing it
8
Forest Pro (*) / Help with Forest and Unreal
« Last post by Arphalax on December 17, 2025, 05:10:11 pm »
Not sure if this is the correct forum, but I’m hoping someone has run into this before.

I’m following the official iTooSoft tutorial for exporting ForestPack to Unreal using Datasmith, specifically the “Replace References” method:
https://www.itoosoft.com/tutorials/how-to-export-forest-pack-to-unreal

The initial export works perfectly, the bounding boxes get replaced with the correct plant meshes, materials look good, performance is fine, etc.

The problem appears when I need to make changes in 3ds Max (which is very common in production):

  • adjusting Forest density / distribution
  • moving or deleting individual instances
  • small layout tweaks requested by the client

When I re-export and reimport the Datasmith scene in Unreal, Datasmith:

  • replaces all the plants back to the original bounding boxes
  • removes all the Static Mesh references that were manually replaced

This means that for every small Forest change, I have to:

  • re-replace ~30 different plant references again
  • redo all the assignments manually

which is extremely time-consuming and error-prone.
I’ve tried many combinations of Datasmith reimport options but I haven’t been able to prevent this behavior.

What I’m trying to achieve:

  • Reimport only transform / instance data from ForestPack
  • Keep the already-replaced Static Mesh assets in Unreal
  • Avoid resetting everything back to bounding boxes

My questions:

  • Is there a way to reimport ForestPack via Datasmith while preserving replaced Static Mesh references?
  • Is this workflow fundamentally not supported?
  • Am I missing a specific Datasmith or ForestPack setting?
  • Is there a better production-safe workflow for iterative Forest updates?

Any insight, alternative workflows, or confirmation that this is a known limitation would be greatly appreciated.

Unreal 5.6
Max 2024
Forestpack 8.2.2


Thanks!
9
RailClone Pro (*) / Re: Expressions - section length between corners
« Last post by nubo on December 17, 2025, 02:26:59 pm »
Thanks Michal,

Now I realized that I'm not even able to determine which section is the longest even without the presence of evenly so this is a more complex problem than I previously thought.
Any chance on introducing loop statements for expressions?  ;D
If so it would be also very helpful if more iterable data was exposed like spline segments indeces.

Best regards,
Przemek
10
RailClone Pro (*) / Re: Expressions - section length between corners
« Last post by Michal Karmazín on December 17, 2025, 02:12:14 pm »
You’re right. This attribute doesn’t help in this case. Unfortunately, I can’t currently see a style setup that would work for this purpose, due to the consecutive way in which RailClone evaluates base splines. We’ll see what can be done in future versions.

Best regards,
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