Itoo Software Forum

Recent Posts

Pages: 1 ... 8 9 [10]
91
Forest Pro (*) / 3dsmax2025 >>> release time:
« Last post by ENJAMIN on April 06, 2024, 01:37:08 AM »
gday

as usual we will keep annoying you :)
92
Forest Pro (*) / Updates and more efficient handling of scattering
« Last post by steve3duk on April 06, 2024, 12:12:59 AM »
Hi there,

I've been working on a project heavily featuring Forest Pro for a large landscape with a vehicle driving along a road. It is a very painful experience.

Maybe I'm just not that efficient at using it but I find that it crashes Max a lot when using Vray IPR. Any small change will just instantly crash Max, mostly related to the forestcolor shader.

For animations it is very hard to know if the entire animation will feature an error as the view changes...will the forest max limits be reached? Surely some kind of checker for an animation should be included to make sure this doesn't happen otherwise you have to manually check frames. It is hard to know which frame might pass the threshold.

Another annoying issue is, why am I getting dialogue telling me to change X & Y density rather than allowing me to up the items. I have 256gb on my pc and I'm not really understanding why there would be such fixed limits on the amount of items displayed at render time.

Finally, the way that forestpro always seems to have worked is it will even take into consideration an item in the black part of the mask. Surely after all this time the code could be made more efficient and improved upon. It seems like ForestPro hasn't really evolved much at all over a number of years.

I am of course only listing these frusrations because I would like to see improvements but it really has been a series of crashes and waiting times with this plugin....including the interface which can take over 15 seconds to appear sometimes...

With such high subscription prices and the amount of customers you have I'm somewhat dissapointed with how Forestpro works these days.
93
Ah, ok, this what I usually do. But I thought there is a checkbox in FP somewhere to keep FP hidden until render.
94
RailClone Pro (*) / Compatible Versions ?
« Last post by Ricousto on April 05, 2024, 05:39:35 PM »
Hi,

Many models are taken from 3ds max 2018 (20000) in the Railclcone library.
It's indicated that Railclone is compatible with 3ds Max 2013 - 2024 (official support from 2019).
I understand that it is an official support from 2019 but for all that, the models come from 3ds max 2018.

So my question is relatively simple, why aren't the models in the library compatible with the same versions of 3ds max for Railclone (i.e. max 2013-2024) ?

Thanks
95
You can simply hide it (for example, by using the Hide Selection) or use the Forest Lister for these purposes to manage the Display - Build - Disable Object option (accessible also by Maxscript $.disabled = on / $.disabled = off). I hope that helps.

Best regards,
96
RailClone Pro (*) / Re: links can connect to hidden wires
« Last post by Michal Karmazín on April 05, 2024, 09:40:05 AM »
Hi,

With your help, we've been able to reproduce this behavior here too, and we'll investigate what can be done in future versions. Thank you for your feedback - it is very important to us.

Best regards,
97
RailClone Pro (*) / links can connect to hidden wires
« Last post by SJB on April 05, 2024, 12:54:11 AM »
Hi I have noticed this bug in RC 6.1.6 with links being able to connect to hidden wires. Easy to reproduce.
98
Thank you for your suggestion. But I cannot find how to enable FP object at the render time only. Could you point me to the right direction, please?
99
Thanks for your swift reply and the provided scene. It has to be investigated more deeply by our main developers. Let me mention, that the 'Max Item' value in the Viewport does not accurately count the exact number of items and discard them because that is not suitable and efficient for a multithreading approach. Instead, it makes an estimation of the possible number of items that will be generated and adjusts the density values to get an approximate result. In this case, it appears that the combination of parameters in your scene (it's a really large area) leads to an inaccurate estimation of the needed Density value. You may consider enabling the object only at the render time.

Best regards,
100
RailClone Pro (*) / Re: note problems
« Last post by SJB on April 04, 2024, 12:56:40 PM »
Hello I'm bumping this as I still have a few pain points with notes.

Points 1 and 2 from my last post still seem to be issues. I can't recreate #2 but it does happen sometimes still.

Some additional things:

3. Note borders are hard to grab to resize the notes when zoomed out. Is there a way to make it work more consistently? Maybe the border maintains thickness?
4. Note text is hard to read when zoomed out. Would be nice if user could make it larger like in UE Blueprint
5. Note movement doesn't get added to undo buffer. Sometimes notes get bumped and things get really messy. Undo would be nice instead of manual cleanup.

Edit: With #5 maybe a solution is to make notes have a top bar which is the only place a note can be dragged. I think UE Blueprint might be like this. So that will allow click drag selection of a group of nodes inside a note without the note itself moving.

Thanks!
Pages: 1 ... 8 9 [10]