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41
Forest Pro (*) / Re: mask for multiple surfaces object
« Last post by Michal Karmazín on November 12, 2025, 02:03:38 pm »
Hi Pierre,

Using these IDs probably won’t work for your scenario, as I believe they refer to the whole scene object (Object ID / Name ID). To be honest, I’m not sure if or how this could be set up - for render engines without an SDK, such as Redshift and several others, we cannot add support ourselves. Instead, we provide an internal API written in C++ for the 3ds Max SDK, which renderer developers can use to generate instances directly in their engines. Therefore, the implementation of our plugin features depends primarily on the developers of each specific render engine. I would suggest reaching out to them directly or via their forums.

I’m afraid there isn’t much more we can do on our side, although we are happy to collaborate with them if improvements can be made. Thank you for your understanding.

Best regards,
42
ForestIvy / Re: Saving a ForestIVY Preset
« Last post by Michal Karmazín on November 12, 2025, 10:27:52 am »
The Library Browser already supports drag-and-drop for managing folders / libraries. When you drag and drop a folder, it will be moved, and if you hold the Shift key, you can “clone” it instead. However, drag-and-drop isn’t currently available for individual items, since all of them are managed by a single index.xml file that stores the necessary information for every item in the folder. Moving individual items would require updating this file and relocating the corresponding data. We’ll see what can be done to improve this in future versions.

Best regards,
43
ForestIvy / Re: Saving a ForestIVY Preset
« Last post by KD4391 on November 11, 2025, 11:29:07 pm »
great thanks so much  - is there a way to move presets within the library browser?  a drag and drop feature would be super helpful
44
Forest Pro (*) / Re: mask for multiple surfaces object
« Last post by Pierre on November 11, 2025, 03:30:38 pm »
Hi Michal
Thank you for your reply
I am currently working with  Redshift 2026.1.1 ( and Forest Pack 9.3.2.)

I am trying to randomly vary the color of individual grass clumps within a Forest Pack scatter. Since using the built-in Forest Color tool often results in rendering errors with Redshift, I would prefer to use a Redshift map, such as `RS Random Color` or `RS Jitter`. These maps typically accept inputs like Object ID, Name ID, or UserData ID for randomization.

Could you please advise on what type of ID (Object ID, Name ID, or UserData ID) Redshift can extract directly from the Forest Pack instances in 3ds Max to effectively randomize the color?

Thank you for your assistance.
Pierre
45
RailClone Pro (*) / Re: Catenary Operator
« Last post by Michal Karmazín on November 11, 2025, 10:42:56 am »
You can adjust the Absolute values for the Padding operations. Just keep in mind that for the Start & End and Start/End modes, the values should match just like in the case of Relative values set to 80% and 20%.

Best regards,
46
RailClone Pro (*) / Re: Catenary Operator
« Last post by arch3d on November 11, 2025, 05:20:38 am »
Michal,
One more question.
How about using absolute values not realtive?

Many thanks
Michal
47
RailClone Pro (*) / Re: Catenary Operator
« Last post by arch3d on November 10, 2025, 02:05:48 pm »
Michal,
Thank you very much. I miss hov to combine splines :)
Its perfect!
48
Forest Pro (*) / Re: Select all Forest Pack source geometry at once
« Last post by TQ2762 on November 10, 2025, 01:27:55 pm »
Great! Really helpful, tks!
49
Forest Pro (*) / Re: mask for multiple surfaces object
« Last post by Michal Karmazín on November 10, 2025, 10:49:16 am »
Yes, for these purposes, you can use the Surf. Mat. ID field, which allows you to include only the listed Material ID(s).

Best regards,
50
Forest Pro (*) / Re: mask for multiple surfaces object
« Last post by Pierre on November 10, 2025, 10:17:29 am »
Thank you for your reply Michal
Unforntunatly my meshes are overlapping in places. With the method you described, is it possible to limit the distribution of a mask to a specific mesh, perhaps by using an ID?
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