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ForestIvy / Ivy Growing Inside/Clashing - How to Avoid
« Last post by JM2145 on August 21, 2025, 06:02:53 pm »Hi do I avoid this - see the leaves along the wooden beam in the screenshot
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Forest Pro (*) / Re: Is there a fast way to add a lot of Exclude meshes?
« Last post by Nintenjo on August 21, 2025, 05:42:13 pm »In the second image i tested adding the Cube directly (not via FP set) as an exclude mesh and it works correctly as you would expect.
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Forest Pro (*) / Re: Is there a fast way to add a lot of Exclude meshes?
« Last post by Nintenjo on August 21, 2025, 05:39:41 pm »I assumed ForestSets would be perfect for this but i cant seem to get them to work.. In this example ive added a cube to a new ForestSet, and then i added the Set to my FP scatter with it set to Exclude, but as you can see my objects are still scattering under the cube, its like its ignoring it ??
In the second image i tested adding the Cube directly (not via FP set) as an exclude mesh and it works correctly as you would expect.
In the second image i tested adding the Cube directly (not via FP set) as an exclude mesh and it works correctly as you would expect.
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Forest Pro (*) / Is there a fast way to add a lot of Exclude meshes?
« Last post by Nintenjo on August 21, 2025, 05:19:19 pm »I am scattering some objects on terrain using MassFX physics, i will bake the results of the sim, but i want to use the now static meshes as 'Excludes' from FP scatters. However since there are 100s of these objects it feels cumbersome to add them all one by one.. Can i add them using another way, like add a group? Or add by layer etc?
Any ideas welcomed.
Any ideas welcomed.
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Forest Pro (*) / Export Forest Ivy to USD
« Last post by RichardBlank on August 21, 2025, 04:51:02 pm »Is it possible to export forest ivy to USD or any other format? Im looking for a way to import it to Houdini Solaris.
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Forest Pro (*) / Re: Vray Displacement not working..
« Last post by Michal Karmazín on August 21, 2025, 10:22:48 am »Another option you might find useful is to export the displaced mesh as a .vrmesh with the following MaxScript command:
After rendering, you can disable the export by
This way, it won’t be exported again during subsequent renders.. Once the file is generated, you can load it as a VRayProxy and use it as the surface.
Best regards,
Code: [Select]
$.modifiers[1].write_vrmesh = "C:\\PathToYourAssets\\cliff.vrmesh"
After rendering, you can disable the export by
Code: [Select]
$.modifiers[1].write_vrmesh = ""
This way, it won’t be exported again during subsequent renders.. Once the file is generated, you can load it as a VRayProxy and use it as the surface.
Best regards,
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Forest Pro (*) / Re: Can i use Noise Maps for distribution?
« Last post by Nintenjo on August 20, 2025, 03:59:33 pm »Thanks ill give it a try
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Forest Pro (*) / Re: Vray Displacement not working..
« Last post by Michal Karmazín on August 20, 2025, 02:25:58 pm »Applying a Displace modifier to the source surface object Cliff appears to be a possible solution. I’ve attached an updated version of your scene. I hope this helps.
Best regards,
Best regards,
89
Forest Pro (*) / Re: Can i use Noise Maps for distribution?
« Last post by Michal Karmazín on August 20, 2025, 01:32:43 pm »Hi,
It may be related to the position of the Forest object. I’d suggest placing the Forest gizmo at the center of 3ds Max’s world coordinates and using World XYZ mapping. I hope that helps.
Best regards,
It may be related to the position of the Forest object. I’d suggest placing the Forest gizmo at the center of 3ds Max’s world coordinates and using World XYZ mapping. I hope that helps.
Best regards,
90
Forest Pro (*) / Can i use Noise Maps for distribution?
« Last post by Nintenjo on August 20, 2025, 01:23:05 pm »I would like to use some noise maps blended together with gradients to control where my FP scatters. However i am having an issue where my map and my scatter objects dont seem to line up.
In this basic test you can see some noise i have color corrected and used as my distribution map on a sphere. I am using the same noise in the diffuse channel of my material but the scatter and the noise dont line up. Am i missing a setting or step to have them align? It looks like the scattering is using the map but not how its mapped?
In this basic test you can see some noise i have color corrected and used as my distribution map on a sphere. I am using the same noise in the diffuse channel of my material but the scatter and the noise dont line up. Am i missing a setting or step to have them align? It looks like the scattering is using the map but not how its mapped?