Forest Pack > Tutorials

Randomising Procedural Objects

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Tryharder:
I get an error on opening that tutorial ... error loading aspen

in forest lister i see that fp-trees uses aspen ...

max 2016 ... forest latest version ... growfx latest demo for 2016

any idea ?

thanks in advance

Paul Roberts:
Hi,

I think this is due to the Grow FX demo version which has the following limitations:

- Conversion to editable mesh and editable spline is disabled;
- Copying and creating a second GrowFX object is disabled;
- No more than 5 paths can be created.

There are multiple GrowFX objects in this scene which is likely to be the cause of the error. Also as I recall the tree has more than 5 paths.

Apologies for that. For testing purposes you should be able to swap the tutorial geometry for a simpler model from the GrowFX site. You could also try Opening Each GrowFX object one at a time in a new scene and exporting them to V-Ray Proxies (I haven't tried this with the demo, but it might work). You can then swap these for the GrowFX objects in the tutorial.

Many thanks!

Paul


Tryharder:
... thanks for the info

 :)

mnijland:
Hi,

I've downloaded the result of the completed tutorial and while I can see the Aspen forest pack changing when I toggle the animation on and off, the actual changes do not appear to translate to the actual render. It doesn't appear to matter if I'm doing an interactive or a proper render with a camera, it still won't render the different GrowFX variations. However, when I turn the display to show the actual mesh and then collapse the forest pack down into an edit poly it does use the different GrowFX variations, so it is definitely picking up on the animations.

Any ideas what could be causing this? I'm using 3ds Max 2018, Corona 1.7, Forest Pro 5.4.1 and GrowFX 1.9.9 SP5

Thanks in advance!

Michal KarmazĂ­n:
Hi,

I'm afraid, as mentioned in this tightly related post: "Renderers that use our custom interface are not currently compatible with the Disabled, Random Sample, Random From Map, and Frame from Map animation modes. This limitation affects Corona ... "

A possible workaround would be to have few copies - samples of used Custom Object(s) created "manually" (instead of being automatically created by Forest's Animation modes) - "shift" the animation on these and add them as other Custom Objects. The Diversity - Match Color ID on Map feature can be used to drive these items with animation offset.

Hope that helps a bit.

Best regards,

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