81
RailClone Pro (*) / Offset operator architecture
« Last post by inkvisual on June 18, 2025, 11:55:58 am »Is the new offset operator is built on the same principle as Spline Offset modifier?
Some time ago we highlighted an issue, where reopening the scene edited with Spline Offset modifier would sometimes re-open with artifacts on the spline (or render with artifacts via network rendering).
It was a ticket regarding the following thread: https://forum.itoosoft.com/other-free-plugins/spline-offset-causing-issues-on-network-rendering/.
At the time I received following response:
I`m worried that using the operator now would cause as similar issues again. If it`s indeed based on the same library, and issues are likely to happen, will caching/embedding the railclone prevent from artefacts upon reopning/network rendering?
Some time ago we highlighted an issue, where reopening the scene edited with Spline Offset modifier would sometimes re-open with artifacts on the spline (or render with artifacts via network rendering).
It was a ticket regarding the following thread: https://forum.itoosoft.com/other-free-plugins/spline-offset-causing-issues-on-network-rendering/.
At the time I received following response:
Quote
Thanks for your swift reply. It seems to be a limitation of the library that uses the SplineOffset modifier, which works with integers, and it may be related to getting some "out of range" value(s). It will need to be investigated more in-depth by our main developers. Just let me mention that at the moment, we are very busy with updates of our other plugins. Thanks for your understanding.
A generic or "system" unit in 3ds Max is equal to one inch. In most scenarios, it is recommended to use inches or centimeters as system units and change just the Display Unit Scale.
I`m worried that using the operator now would cause as similar issues again. If it`s indeed based on the same library, and issues are likely to happen, will caching/embedding the railclone prevent from artefacts upon reopning/network rendering?
82
Forest Pro (*) / Re: Issues with Network Paths, Registry edits, .ini Files
« Last post by Michal Karmazín on June 18, 2025, 09:22:36 am »As far as I know, if a .mxp file is present in the active project folder, it's automatically loaded when 3ds Max starts. Also, since you're using Deadline, it’s possible that .mxp files are being loaded automatically based on the Deadline Repository's configuration and the Launcher's auto-upgrade settings.
Thanks in advance for any additional comments you can share about this — it may help others in the user community facing similar issues.
Best regards,
Thanks in advance for any additional comments you can share about this — it may help others in the user community facing similar issues.
Best regards,
83
RailClone Lite / Re: RailClone Lite roof tiles random texture offsets
« Last post by Michal Karmazín on June 18, 2025, 08:44:59 am »Hi,
Which renderer are you using? In some engines, the UVW XForm operator is only partially supported and works correctly only when the instancing engine is disabled.
Best regards,
Which renderer are you using? In some engines, the UVW XForm operator is only partially supported and works correctly only when the instancing engine is disabled.
Best regards,
84
Forest Pro (*) / Re: Forest edge (once again) not working
« Last post by AVARCH on June 18, 2025, 08:18:22 am »Hi
Yes, using Forest Pack 9.2.4. I could try upgrading to Max25 if that would make any difference.
Yes, using Forest Pack 9.2.4. I could try upgrading to Max25 if that would make any difference.
85
RailClone Lite / RailClone Lite roof tiles random texture offsets
« Last post by RichJacob3D on June 17, 2025, 06:23:43 pm »Hi All..
After following a Roof Tiles Itoo tutorial online , there is a part at the end where he plugs a UVWxform modifier between the tile segment and the generator. Then in the Xform modifier he adjusts the random offsets . When I try the same thing the offsets arent doing anything to the texture on the tiles. Am I missing something ?
Thanks in advance
https://www.youtube.com/watch?v=6nH3zdqy4I4
After following a Roof Tiles Itoo tutorial online , there is a part at the end where he plugs a UVWxform modifier between the tile segment and the generator. Then in the Xform modifier he adjusts the random offsets . When I try the same thing the offsets arent doing anything to the texture on the tiles. Am I missing something ?
Thanks in advance
https://www.youtube.com/watch?v=6nH3zdqy4I4
86
RailClone Lite / Re: Hi All. Roof Tiles not Staggered
« Last post by RichJacob3D on June 17, 2025, 06:15:40 pm »Hi Thanks . I figured it out in the end
thanks for the reply .

87
Forest Pro (*) / Re: Issues with Network Paths, Registry edits, .ini Files
« Last post by rob-bs on June 17, 2025, 05:23:34 pm »a more robust alternative could be to use environment variables such as ADSK_3DSMAX_ASSETS_MAPS_DIR. You can find more details about this approach in the following Autodesk documentation:
https://help.autodesk.com/view/3DSMAX/2026/ENU/?guid=GUID-D7D373FD-CA78-4986-AB3D-B1E25F2A37CC
Thanks for the reply - this sounds like an approach worth trying for sure.
I do have a question about this comment specifically:
In your case—since you're preparing all computers manually—editing the 3ds Max configuration file directly is a valid approach. However, as you've mentioned encountering occasional overwriting of these files (which might be caused by accidental .mxp loadings?)
What could cause Max running on a render node to load an .mxp file? We have a "global" helper .mxp file we use for setting up workspaces and paths for illustrators on their workstations, but I was not aware that Max could load .mxp files when running in server mode. If that's what's actually happening, perhaps there is an easy fix to prevent the .mxp files from getting in the way?
And yes, render farm management is complex, and iToo makes some really powerful tools, I just really wish there was official documentation to provide at least a starting point for these network configurations. Forum posts are fine, but software gets updated, and forum posts do not.
88
Forest Pro (*) / Re: Forest edge (once again) not working
« Last post by Michal Karmazín on June 17, 2025, 01:56:01 pm »You previously mentioned you're using V-Ray 6 Update 2.1. On my end - using 3ds Max 2025, V-Ray 6.20.06, and the latest Forest Pack Pro 9.2.4 - the Edge feature works correctly, provided the Forest object is excluded from the VRayToon effect. Could you please confirm whether you're using the latest version of Forest Pack? If not, I recommend upgrading to the most recent release to see if that resolves the issue.
Best regards,
Best regards,
89
Forest Pro (*) / Re: Forest edge (once again) not working
« Last post by AVARCH on June 17, 2025, 01:19:17 pm »Hi
Strangely, this won't work on my end. The Edge will only work when I completely disable the VrayToon. This is a screenshot from your file.
What does that mean?
Strangely, this won't work on my end. The Edge will only work when I completely disable the VrayToon. This is a screenshot from your file.
What does that mean?
90
Forest Pro (*) / Re: Forest edge (once again) not working
« Last post by Michal Karmazín on June 17, 2025, 12:24:58 pm »My apologies for the late reply. The Edge feature renders non-visible items as transparent, and it seems that VRayToon is affecting the transparency pass in some way. However, based on my quick test, excluding the Forest object resolves the issue. Please find the attached sample scene (250617_VRayToonFPExcluded_SampleScene_ITOOSOFT.max) for your reference.
Best regards,
Best regards,