ForestPro Animation offset

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
Forum rules
Please post only in English in this subforum. For alternate language discussion please go here http://render.otoy.com/forum/viewforum.php?f=18
Post Reply
3dgeeks
Licensed Customer
Posts: 193
Joined: Wed Jun 11, 2014 8:12 am

I have been testing Forestpro for animated crowd creation using the offset function. I found that it updates the offsets in the viewport but not in the Octane render. Has anyone else got this working.?
MaTtY631990
Licensed Customer
Posts: 754
Joined: Thu Apr 08, 2010 8:38 pm

I don't think this is supported feature at the moment. Do have any more info on what you are aiming for, might be able to help you.
3dgeeks
Licensed Customer
Posts: 193
Joined: Wed Jun 11, 2014 8:12 am

We are trying to create crowds of animated people from instanced geometry. We are trying to randomly offset animation start times, which forest can do.

Thanks
User avatar
mbetke
Licensed Customer
Posts: 1295
Joined: Fri Jun 04, 2010 9:12 am
Location: Germany
Contact:

You tried to make the FPP-Object a moveable object?
It works with GrowFX and you can see the updates on teh fly in real-time which is a cool effect.

Maybe it works with Forest Pack too?
PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 5090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
MaTtY631990
Licensed Customer
Posts: 754
Joined: Thu Apr 08, 2010 8:38 pm

Unfortunately, the feature is not supported at the moment with octane. Have tested this myself.
boris
Licensed Customer
Posts: 148
Joined: Mon Jan 23, 2012 7:50 am

hmm I thought that worked. did a project with wind animated plants with octane 1.3 if I remember correctly and I used that feature..
not sure 100%.
anyway. confirmed not working:
forest_anim_offset.jpg
suggested workaround:
write out point cache for the animation, one per human. make reference copies of the guys and girls in the scene with offsetted point caches applied, then add all references to forest.

I know, hard hand work, more geometry memory.

have you tried multiscatter? haven't used it for a long time, maybe it's working there.

cheers
boris

edit: i actually just got it working, not working in the viewport anymore, but in the rendered frames. strange.
forest object -> display -> render mode to "meshes"
forest_anim_offset2.jpg
I don't know exactly what this is doing. could be that it looses instance information.. maybe check the forest pro reference.

edit2:
ok did it for you:
itoo wrote: In "Automatic" mode, the plugin uses all capabilities of the renderer to get the best results in complex scenes, creating automatically instances, meshes or proxies according to the type of objects defined in the Geometry rollout. Currently, this mode is used only in Mental Ray and VRay.

In "Meshes" mode, Forest creates a single mesh containing all trees. This mode may useful, as instance, if you want to create a Forest object that uses another Forest as tree sample (this must use "Meshes" mode to work with MR/VRay).
maybe your crowd fits in your gpu memory? if not this is of course a no-go..
P6T7 WS SuperComputer / i7 980 @ 3.33GHz / 24 GB / 1500W + 1200W PSUs / 6x GTX 680 4 GB + 1x Tesla M2070 6GB (placeholder :))
Post Reply

Return to “Autodesk 3Ds Max”