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Author Topic: Question : Burnt forest ?  (Read 42983 times)

DR4232

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Question : Burnt forest ?
« on: January 19, 2024, 01:35:05 PM »
Hey guys !
I'm currently working on a double image of a forest, one which is a regular forest, the other one being the same forest after a fire.
I'd like to get rid of the foliage on the trees I'm using, do you know any way of doing so ?

Thanks !
Alex

Michal Karmazín

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Re: Question : Burnt forest ?
« Reply #1 on: January 19, 2024, 02:29:12 PM »
Hi Alex,

Selecting faces with the corresponding Material ID and hiding/removing them - for example, with the help of the Vol. Select & Delete Mesh modifiers, should do the job. I hope that helps.

Best regards,

DR4232

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Re: Question : Burnt forest ?
« Reply #2 on: January 19, 2024, 03:11:31 PM »
Awesome it seems to work, but only if I have a couple of trees top.
Maybe i'm missing something but if i add a modifier on top of too many trees, they disapear.
Is there a way to force the mesh to display (or just to import the mesh from the library as an object) ?

Thanks !
Alex

Michal Karmazín

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Re: Question : Burnt forest ?
« Reply #3 on: January 19, 2024, 03:28:28 PM »
You're welcome. I'm glad to hear that it helped. Sure - any imported objects via the Library Browser are named _forest_library_* and placed under the "forest_templates" layer. Any of these objects can be manipulated like any other 3ds Max's object.

Best regards,

DR4232

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Re: Question : Burnt forest ?
« Reply #4 on: January 19, 2024, 03:48:37 PM »
Thanks for your feedback, indeed I noticed that but I meant to import as model instances all the objects I scattered
> like make my Forest object (with 10 pine trees) become 10 instanced meshes of pine trees

Thanks

DR4232

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Re: Question : Burnt forest ?
« Reply #5 on: January 19, 2024, 03:51:39 PM »
Found it with the Forest Tool utility panel !
Thanks :)

CM1251

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Re: Question : Burnt forest ?
« Reply #6 on: January 21, 2024, 12:18:48 PM »
An alternative solution is to change the opacity map of the leaf material itself to all black so that those items render as invisible. Further to that, if you want, you can input a forestcolor or coronamultimap into the same slot with the original leaf texmap into it, and if using forest colour, set the custom colour map as a black and white map (ideally more black than white) and set the blend mode to multiply. For Coronamultimap, set it to two slots, in the first slot put the leaf opacity texmap and in the second, leave it blank and set the color to black. Change the randomness mode to By Mesh Element (and perhaps By Instance) and reduce the first slot's strength to like 0.1 or even 0.01.

By using these aforementioned solutions, some leaves may remain on the branches. You can colour correct them to be brown/orange so they're definitely not green but they also didn't burn away entirely.

I use this same method just in general with full, lively trees. By randomizing mesh elements between invisible and visible, even if 10-20% of the leaves disappear, it helps generate a little bit more randomness, especially with trees in the foreground.