I've been successful running the scene with live link to vantage but if I export the scene including animation using the VRay scene exporter, so I can open the scene in vantage without live link active (so I can import cosmos animated trees) the grass animation is lost?
Hi, I'm afraid Forest Pack cannot currently add animation to a static tree, but it can randomise the playback of existing animations. To animate an existing static tree, you might find the tips in this video of interest - ua-cam.com/video/V9_s3l-5peQ/v-deo.html
I'm afraid we can't remember now how long each frame took, and as always scene complexity, resolution, lighting, hardware etc play an important role in determining that figure. I don't think it was too long though.
thanks for the tutorial. i know it's the wrong place but my work holds all the license keys. itoo fp and rc has persisting annoying bugs with the 3dsmax ui that need ironing out. they force their icons onto the top toolbar every fresh session of max, and when you try to move them to another place on the toolbar arrangement, the next session they're back at the bottom, creating an entire line of unused grey ui space where your viewports could be. can it just behave like other plugins and scripts and not have such invasive ui implementation?
Hello Leonard, the models used in this tutorial were from this collection: www.itoosoft.com/the3dgarden/fieldplantsgrassescollectionvol1 But you should be able to use any single plant models. Thanks!
I'm not sure why but whenever I have anything animated in Forest Pack, I get awful flickering - basically random grass clumps appearing and disappearing on random frames for example. Even tested with just a single mesh and the same thing happens! While it could just be an Octane render bug, I can't understand why static elements will render just fine, but keyframing the rotation causes this glitch, it's plagued me for years so I have to keep nature elements in my scenes static )':
i believe you would have to bake the animation which is not ideal. But i suggest you'd do the wind inside unreal. Search for DVIZ plants pack(i think thats the name. He does it exactly what im saying here.
Of course, for trees this technique wouldn't work at all. It's only suitable for grasses. For a more accurate animation you could animate grass with Bend modifiers and control the playback using Forest Pack's animation options in a similar way to this video. For trees you'd really need a custom tool to create the animation like GrowFX or SpeedTree.
I've been successful running the scene with live link to vantage but if I export the scene including animation using the VRay scene exporter, so I can open the scene in vantage without live link active (so I can import cosmos animated trees) the grass animation is lost?
Such an underrated channel. Another useful tutorial. Keep them coming!
this is freaky... i was just trying to find videos for this yesterday and today this comes out :D
thank you!
haha same!
same here. I've been trying to animate a scene with bend modifier. and with a map. but never got it to work properly. so this is the second best.
Is tree animation possible in Forest Pack 8? If not, then which is the best tool for tree animation that supports the forest pack?
Hi, I'm afraid Forest Pack cannot currently add animation to a static tree, but it can randomise the playback of existing animations.
To animate an existing static tree, you might find the tips in this video of interest - ua-cam.com/video/V9_s3l-5peQ/v-deo.html
May I know how long did the process rendering took to finish all 400 frames? Thanks
I'm afraid we can't remember now how long each frame took, and as always scene complexity, resolution, lighting, hardware etc play an important role in determining that figure. I don't think it was too long though.
@@itoosoft That's alright... will use this technique in one of my works soon. Cheers!
how to use vantage version?
Thanks.
thanks for the tutorial.
i know it's the wrong place but my work holds all the license keys.
itoo fp and rc has persisting annoying bugs with the 3dsmax ui that need ironing out.
they force their icons onto the top toolbar every fresh session of max, and when you try to move them to another place on the toolbar arrangement, the next session they're back at the bottom, creating an entire line of unused grey ui space where your viewports could be. can it just behave like other plugins and scripts and not have such invasive ui implementation?
HI, Sorry to hear your facing those issues. You can email us at helpdesk@itoosoft.com, we'll reply there ASAP. Thanks
I loved the tutorial!!! If you wanted to bake the animation into the timeline, how would you do it?
Unfortunately, I can't think of a way that you could do that using this technique at the moment.
But I wonder where you get those models they use. I cant find anything on the website. Very confusing
Hello Leonard, the models used in this tutorial were from this collection: www.itoosoft.com/the3dgarden/fieldplantsgrassescollectionvol1
But you should be able to use any single plant models. Thanks!
@@itoosoft oh great! Thank you!
And also! Please put out more tutorials like this. But even more in depth. Settings etc. And problem solving
I'm not sure why but whenever I have anything animated in Forest Pack, I get awful flickering - basically random grass clumps appearing and disappearing on random frames for example. Even tested with just a single mesh and the same thing happens! While it could just be an Octane render bug, I can't understand why static elements will render just fine, but keyframing the rotation causes this glitch, it's plagued me for years so I have to keep nature elements in my scenes static )':
It might be worth contacting the Octane developers. They use our API to add support so I'm afraid we have very little control over that integration.
@@itoosoft Alright thanks for the fast response anyways! I'll see what I can find out!
very nice
How to animate forest tree
i think its the same way
You are amazing!
good
can i take this to UE5 ?
i believe you would have to bake the animation which is not ideal. But i suggest you'd do the wind inside unreal. Search for DVIZ plants pack(i think thats the name. He does it exactly what im saying here.
you can with datasmith export
this looks still fake bcoz whole plant moveing rather top . we cant do this with tree
Of course, for trees this technique wouldn't work at all. It's only suitable for grasses. For a more accurate animation you could animate grass with Bend modifiers and control the playback using Forest Pack's animation options in a similar way to this video. For trees you'd really need a custom tool to create the animation like GrowFX or SpeedTree.