
since i got forestpack ive not needed any of the above techniques. this -does- consider object spacing, so you get a much better tree distribution.Īdvanced painter is also a good idea, although it can get slow if you need to place a lot of trees. You can also use the scatter tool built into the max crowd simulator. Main disadvantage with using scatter, is that it doesnt check intersections, so you end up with trees overlapping all over the place. trees in a selection set and itll replace randomly from the selection set. Now use soulburn scripts "object replacer" to replace your boxes with instances of your proxy trees. seems like when I want to scatter 900 000 of trees, using this technique it cannot be done as Houdini is freeze forever, even if I just make flag render on copy to points and display flag set to null Vray cant start render, maybe because in CopyToPoints Packing is turned off, with packing turned on, trees not rendering even if in scene I see them. then you just have to select them all, affect pivot only and centre to object. this will make a seperate object for each box you scattered, instead of one object for the whole lot. you just have to scatter boxes, instead of proxies, then convert to editable mesh, select all elements and hit the explode button with an angle of 180 degrees. IgNite is an extensive collection of tools and plugins. The tree models are FBX files exported from the SpeedTree Modeler and imported via our V-Ray script (the materials are unmodified after that process in this rendering).You can use the max scatter tool. IgNite is SiNi’s flagship ‘go-to’ productivity and workflow toolset 3ds Max artists use to speed up daily work, bringing everything into one UI location, including over + tools, bespoke utility plugins and loading all your favourite scripts.

The image above was rendered in 3ds Max using V-Ray, a V-Ray sun as the only light source, and a V-Ray physical camera. The export/import process is detailed in the “SpeedTree Pipeline” segment of the documentation organized by the DCC app you are using. V-Ray support arrives with version 6.2.3 of SpeedTree Cinema, SpeedTree Studio, and our new product, SpeedTree Architect. Even if you want to modify the materials further, the script at least saves a lot of time in the initial setup - and it can be modified to setup the V-Ray materials however you’d like. Scalars to conveniently control the amount of bump, specular, and translucency on each objectĪll of that has been there for Mental Ray users in 3ds Max and Maya and now V-Ray users benefit as well.Maps assigned (and modified where necessary) to match SpeedTree’s light scattering technique using V-Ray’s translucency.Maps assigned (and modified where necessary) to match SpeedTree’s specular reflections.Composite materials created to implement branch intersection blending in both the color and bump channels.


What’s more, that effort is typically repeated each time you import a model. Getting the materials correct for your particular renderer requires a significant effort. This is no small feat - it isn’t enough to simply export an OBJ or FBX file and say you’re done. One of the main challenges of developing a standalone modeling app is making sure it fits in with as many modeling and rendering pipelines as it can.
