11
Forest Pro (*) / Re: Use network paths for library & textures.
« Last post by RealViz on October 30, 2025, 03:59:06 pm »I would also like to simplify the procedure. For me, it would be ideal if the installer would already have the option to select the path and thus would not unnecessarily install about 12GB (not even that much in today's terms, but...) of data on the local disk and just update it on network when reinstalling/update.
12
Forest Pro (*) / Re: Use network paths for library & textures.
« Last post by Michal Karmazín on October 30, 2025, 03:34:13 pm »Hi,
There are several possible ways to set this up, and it mainly depends on how you manage other assets in your scenes that are saved across your network. You can configure textures for ForestPack or RailClone objects in the same way as any other textures — there’s no difference. Textures for items handled by our plug-ins are treated just like any other assets in the scene.
I’d suggest checking this closely related thread - I hope it helps.
Best regards,
There are several possible ways to set this up, and it mainly depends on how you manage other assets in your scenes that are saved across your network. You can configure textures for ForestPack or RailClone objects in the same way as any other textures — there’s no difference. Textures for items handled by our plug-ins are treated just like any other assets in the scene.
I’d suggest checking this closely related thread - I hope it helps.
Best regards,
13
Forest Pro (*) / Use network paths for library & textures.
« Last post by eqko on October 30, 2025, 03:14:38 pm »Ok, so the main issue is this:
When using Ivy and rendering on the network, the rendernodes can't find the textures.
Which makes sense, since the textures have no paths in them when picking the material from an Ivy preset.
And when pressing the bitmap, it goes to a user path:
So the logical solution would be for Forest and Railclone to use a central network location for textures and presets and whatnot.
And here comes the crux: I know there have been a couple of threads about this, and I perused them all. But you'll have to forgive me that I can't see the forest for the trees (bad pun, but no less valid).
I am kind of unclear about the whole procedure of setting up a single iToo network repository so that:
I've read about regedits, environment variables, max ini edits, settings settings in the Update Manager.
Regarding points 1 and 2, the reason I come here is because I need an approach where I can use a batfile or something to inject info. I have 50 rendernodes and 40 workstations, I do NOT want to have to do anything manually per node if I can helpt it.
I think it might be a good idea for you to setup a single dedicated page for this somewhere instead of pointing users to various threads.
You guys are great at writing tutorials
When using Ivy and rendering on the network, the rendernodes can't find the textures.
Which makes sense, since the textures have no paths in them when picking the material from an Ivy preset.
And when pressing the bitmap, it goes to a user path:
Code: [Select]
C:\Users\username\AppData\Local\Itoo Software\Forest Pack Pro\lib\ForestIvy\Climbing PlantsWhich doesn't work for us, since we render under a different username (a specific render user)So the logical solution would be for Forest and Railclone to use a central network location for textures and presets and whatnot.
And here comes the crux: I know there have been a couple of threads about this, and I perused them all. But you'll have to forgive me that I can't see the forest for the trees (bad pun, but no less valid).
I am kind of unclear about the whole procedure of setting up a single iToo network repository so that:
- All workstation will use the repository as library for both Forest and Railclone presets (I need the regedit approach for this?)
- Both Forest and Railclone will use the repository to look for needed textures when using a preset from the library (Is this what I use maxini for?)
I've read about regedits, environment variables, max ini edits, settings settings in the Update Manager.
Regarding points 1 and 2, the reason I come here is because I need an approach where I can use a batfile or something to inject info. I have 50 rendernodes and 40 workstations, I do NOT want to have to do anything manually per node if I can helpt it.
I think it might be a good idea for you to setup a single dedicated page for this somewhere instead of pointing users to various threads.
You guys are great at writing tutorials

14
Forest Lite / Re: Forest pack randomization is not really random at times...
« Last post by Michal Karmazín on October 30, 2025, 08:30:44 am »Hi,
Based on the provided image alone, it’s hard to determine what might be causing the percentage difference. It could be that you’re using a dense distribution and have the Collisions feature enabled, which discards many items and therefore alters the percentage.
Best regards,
Based on the provided image alone, it’s hard to determine what might be causing the percentage difference. It could be that you’re using a dense distribution and have the Collisions feature enabled, which discards many items and therefore alters the percentage.
Best regards,
15
Forest Lite / Forest pack randomization is not really random at times...
« Last post by domxxe 95 on October 30, 2025, 05:13:41 am »Forest pack randomization is weird sometimes... 4 objects, nothing is modified and yet one object brutally dominates the scatter...
16
Forest Pro (*) / Re: Very slow 3dsmax when making any new object with lots of forests in the scene
« Last post by ritoo on October 29, 2025, 07:02:41 pm »Thanks for the files.
It looks like this issue is related to the 'From Layers' feature being enabled in the object 'ForestSet_spline_CAD_natural_wood'.
This feature is triggering an update of the Forest objects each time a new node is created in the scene, or nodes are manipulated in the layers.
We'll try to improve this. Until then, we recommend to add the objects manually to the ForestSet, instead the layer option.
Additionally, Display->Point-cloud->Global density is set to 600%, which is hitting the viewport performance.
We recommend to lower this value, or alternatively setting the viewport mode for Forest objects to Proxy, which provides the better performance.
What is recommended display mode for for ForestIvy? Quick Mesh plus lower leaf density (like 1%)?
17
RailClone Pro (*) / Basic Window Generator (with some advanced parameters)
« Last post by Dragan on October 29, 2025, 06:05:23 pm »@Community
Just sharing the WIP Window Generator for RailClone7.
Please reach out to me with requests and ideas so I can complete the whole Library.
Just sharing the WIP Window Generator for RailClone7.
Please reach out to me with requests and ideas so I can complete the whole Library.
18
Forest Pro (*) / Re: BUG: no bitmap tiling in stem materials (in ivy presets)
« Last post by ritoo on October 29, 2025, 02:54:05 pm »Good to know, thanks!
19
General - Off Topic / Re: Image Uploading Error
« Last post by felipe on October 29, 2025, 09:43:21 am »In principle, the forum allows image uploads of up to 5 MB, so an image of 3.9 MB should be accepted without issues.
However, if you continue to experience an error, please send us a screenshot of the error message and the image you are trying to upload using the https://www.itoosoft.com/contact, so we can verify that there is no other issue.
However, if you continue to experience an error, please send us a screenshot of the error message and the image you are trying to upload using the https://www.itoosoft.com/contact, so we can verify that there is no other issue.
20
Forest Pro (*) / Re: BUG: no bitmap tiling in stem materials (in ivy presets)
« Last post by Paul Roberts on October 29, 2025, 09:16:05 am »Hi,
Good question! In recent version of FP and RC we introduced the ability to save material libraries to a .pmat file. This is a new format that isn't limited by Max versions (unlike Max's standard .mat format) so it make it much easier for our libraries to support multiple releases of 3ds Max. We didn't make a lot of fanfare about it since it was mainly to simplify the distribution of our libraries.
Cheers
Paul
Good question! In recent version of FP and RC we introduced the ability to save material libraries to a .pmat file. This is a new format that isn't limited by Max versions (unlike Max's standard .mat format) so it make it much easier for our libraries to support multiple releases of 3ds Max. We didn't make a lot of fanfare about it since it was mainly to simplify the distribution of our libraries.
Cheers
Paul

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