It depends which version of FP and Corona you are using. With latest versions of both, it should just work, but in some older versions it was necessary to set the Patch FP objects up so that instancing is disabled by changing Display > Render > Mode to Meshes. Thanks
@@itoosoft yes, its works, but at half...when i turn on transform (rotator+scale) modificator - all patches become like explosion in area...I mean its start randomize by Z axe
Hi Itoo guys, you say at 2:45 the mesh was created by "Poly Machine" I have done a google but cannot find any info on it, how do I get hold of "Poly Machine"? Thanks!
I am having a bit of a funnt experience with trying this out. My scattered Geometry is offset by I guess 100m to the right of the actual surface. when I enable the Roration Translation options, the scatter geometry seems to explode with loads of small patches in a circle around the actual surface, still offset outwards 100 meters. anyone else experiencing this scattering error and got a solution?
this is good for optimization, but as is good is the bad also. For example - edges and contact zones, as slabs will be ugly solved, with kinda seals like some desease in natural ecosystems. Other problem is that displacement effect is not solved properly, as the whole group from entire forest is lifted to same point, not each object is following displacement map. And using object by object is crazy idea. Also making 100 Forests is annoying and not helpful at all.
Hi Milan, You're right that there's a trade off. However Forest Pack has an Edge Mode that is able to clip patches so you still get a nice clean finish around the perimeter (where is meets a slab or path) You're right about displacement or very banked up surfaces - you need to make sure that the patches are small enough so that when they are rotated to follow the terrain their edges are not visible. As always, there's a trade off and the exact solution is rather dependent on the scene. Thanks!
Ah. Tnx for replay. I'll try with edge texture. Other problem, about displacement of groups, seems like it's work when you set displacement separately, for each small group, but not the big one. I think! @@itoosoft
HELLO , IAM FOLLOWING THE STEPS BUT WHEN I LOAD THE FIRST FOREST PACK TO THE SECOND FORESTPACK NOTHING WILL BE SHOWN OR DISTRIBUTED ,,,. FROM THE COMMENTS AND IN OTHER TUTORIALS PEOPLE GOT THE SAME PROBLEM , PLS PROVIDE US WITH A VIDEO OR GIVE AS A LINK TO THE SOLUTION ..
There was a change at some point and it is now required to set the Patch FP objects up so that instancing is disabled by changing Display > Render > Mode to Meshes. Thanks
@@mirkomenna6392 Sorry to hear that, please drop an email to helpdesk@itoosoft.com and we can take a closer look. If you can share a file that reproduces the issue, then that would be great!
I've never really understood this as a solution. Aren't you still scattering the same amount of instances total? You're just bundling the grass instances first before you scatter the whole thing .
I'm afraid this scene was created by PolyMachine who kindly allowed us to use it for the tutorials. As a result we're not able to share it. Thanks for understanding.
this dosent work for me... i follow the tutorial, and the second(large surface) FF is there in my viewport, but when It dose not render. If I isolate that FF, it renders fine. Help me please.
Solved the problem. Instead of creating on spline, create on surface(polygon). So spline forest cluster = Spline. OR surface polygon cluster to surface polygon mesh only.
@@idgeek hi after reading a lot of itoo software post i´ve find a solution, for me it was an error w/ corona render, you have to change the render mode from automatic to meshes in the small forest (at the display section) hope that helps
pleas fix this function. Changing display mode to Mesh is as same as create this in editable poly. You practically slow the scene etc. This is not a solution for a paying customer that I Am
HI, only the patches are collapsed to meshes which is much more efficient than scattering loads of individual small plants. To reiterate - you should never set the main scatter to mesh mode, only the patches.
Hi, I'm afraid we don't offer support on social media. Please feel free to email helpdesk@itoosoft.com and they'll get back to you as soon as possible.
So many tutorials! I can’t keep up
Always awesome Paul!
Distribution map gets jagged when enabling spline area...
Scattering with forest object inside forest object are invisible for corona render, alot of people have same problem. Any solutions of this case?
It depends which version of FP and Corona you are using. With latest versions of both, it should just work, but in some older versions it was necessary to set the Patch FP objects up so that instancing is disabled by changing Display > Render > Mode to Meshes. Thanks
@@itoosoft yes, its works, but at half...when i turn on transform (rotator+scale) modificator - all patches become like explosion in area...I mean its start randomize by Z axe
Hi Itoo guys, you say at 2:45 the mesh was created by "Poly Machine" I have done a google but cannot find any info on it, how do I get hold of "Poly Machine"? Thanks!
Hi, sorry for the confusion. PolyMachine is an archviz studio that kindly allowed us to use their scene and assets. polymachine.com/
I am having a bit of a funnt experience with trying this out.
My scattered Geometry is offset by I guess 100m to the right of the actual surface.
when I enable the Roration Translation options, the scatter geometry seems to explode with loads of small patches in a circle around the actual surface, still offset outwards 100 meters.
anyone else experiencing this scattering error and got a solution?
So I ended up fixing it - if you do have this issue, remember to fix the Pivot of the forest Scatter. then it works as intended.
loading the forest object n 1 in the 2° forest pack doesn't work
many thanks!
Hi, do you have a tutorial on how to make moss for close-up shots?
We don't, but that's a good idea. Added to the list!
this is good for optimization, but as is good is the bad also. For example - edges and contact zones, as slabs will be ugly solved, with kinda seals like some desease in natural ecosystems. Other problem is that displacement effect is not solved properly, as the whole group from entire forest is lifted to same point, not each object is following displacement map. And using object by object is crazy idea. Also making 100 Forests is annoying and not helpful at all.
Hi Milan, You're right that there's a trade off. However Forest Pack has an Edge Mode that is able to clip patches so you still get a nice clean finish around the perimeter (where is meets a slab or path)
You're right about displacement or very banked up surfaces - you need to make sure that the patches are small enough so that when they are rotated to follow the terrain their edges are not visible.
As always, there's a trade off and the exact solution is rather dependent on the scene.
Thanks!
Ah. Tnx for replay. I'll try with edge texture. Other problem, about displacement of groups, seems like it's work when you set displacement separately, for each small group, but not the big one. I think! @@itoosoft
HELLO , IAM FOLLOWING THE STEPS BUT WHEN I LOAD THE FIRST FOREST PACK TO THE SECOND FORESTPACK NOTHING WILL BE SHOWN OR DISTRIBUTED ,,,. FROM THE COMMENTS AND IN OTHER TUTORIALS PEOPLE GOT THE SAME PROBLEM , PLS PROVIDE US WITH A VIDEO OR GIVE AS A LINK TO THE SOLUTION ..
There was a change at some point and it is now required to set the Patch FP objects up so that instancing is disabled by changing Display > Render > Mode to Meshes. Thanks
@@itoosoft this solution doesn't work
@@mirkomenna6392 Sorry to hear that, please drop an email to helpdesk@itoosoft.com and we can take a closer look. If you can share a file that reproduces the issue, then that would be great!
I've never really understood this as a solution. Aren't you still scattering the same amount of instances total? You're just bundling the grass instances first before you scatter the whole thing .
Thanks for the question. You're creating fewer instances because the patches are effectively being collapsed to a mesh before being scattered.
@@itoosoft Hi Paul, I think he meant the same amount of geometry is being scattered around. Or same poly count I guess.
would i be able to download the project file after purchasing fp pro ?
I'm afraid this scene was created by PolyMachine who kindly allowed us to use it for the tutorials. As a result we're not able to share it. Thanks for understanding.
this dosent work for me... i follow the tutorial, and the second(large surface) FF is there in my viewport, but when It dose not render. If I isolate that FF, it renders fine. Help me please.
Solved the problem. Instead of creating on spline, create on surface(polygon). So spline forest cluster = Spline. OR surface polygon cluster to surface polygon mesh only.
@@mrsaulybanez69 What?? Where? I don't understand single thing you are talking about....
hi did you solve it?
@@TheTwinkyWonder no, dosent work for me.
@@idgeek hi after reading a lot of itoo software post i´ve find a solution, for me it was an error w/ corona render, you have to change the render mode from automatic to meshes in the small forest (at the display section) hope that helps
pleas fix this function. Changing display mode to Mesh is as same as create this in editable poly. You practically slow the scene etc. This is not a solution for a paying customer that I Am
HI, only the patches are collapsed to meshes which is much more efficient than scattering loads of individual small plants. To reiterate - you should never set the main scatter to mesh mode, only the patches.
max crashes when using forest as grass
Hi, I'm afraid we don't offer support on social media. Please feel free to email helpdesk@itoosoft.com and they'll get back to you as soon as possible.
not visable in render