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11
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.
12
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,
13
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?
14
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,
15
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?
16
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,
17
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!
18
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.

19
Forest Pro (*) / Re: Seemingly random blurry patches - Vray GPU
« Last post by Michal Karmazín on July 10, 2025, 08:43:12 am »
Hi,

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,
20
Forest Pro (*) / Seemingly random blurry patches - Vray GPU
« Last post by TeeKay on July 09, 2025, 06:36:19 pm »
This started happening on every single render I did upon updating to the latest version of Vray at the beginning of this year. After reverting back to a 2024 build, it pretty much stopped happening. But lately it's popping up in my renders every once in a while (though not nearly as often or widespread as when I updated to the 2025 build).

Basically, with grasses and wood chips, I get these random, very ugly blurry/smudgy patches in my scatters. Has anyone else seen this? If it's been brought up before I apparently didn't know the correct keywords to look for as I found nothing.

Attached examples 00, 01, and 01B: Recent renders with much smaller patches of blurred surface
Attached example 02: Render from early in the year when updating Vray to 2025 build. Blurry patches are FAR more widespread but similar in characteristics.

Reddish Magenta outlines: Blurry areas
Green outlines: Desired look
Orange outlines: Odd lack of denoising, causing "fireflies" from 2025 build renders

I suspect it has something to do with the denoising pass? As you can see in 01B (bottom left is origRGB pass and top right is denoiser pass), the origRGB image comes out with the suspected fireflies but the woodchips are detailed; the denoiser pass is when everything gets hosed.

Any help is greatly appreciated since:
the denoiser pass is a required aspect to GPU rendering,
Chaos says talk to itoo,
reverting to CPU is just straight not an option with the monetary and time investment I've made in model conversions, model purchases, and hardware/software purchases; not to mention the exponentially longer render times.
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