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ForestPro Animation offset

Posted: Tue Jul 01, 2014 12:40 pm
by 3dgeeks
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.?

Re: ForestPro Animation offset

Posted: Fri Jul 04, 2014 5:51 am
by MaTtY631990
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.

Re: ForestPro Animation offset

Posted: Fri Jul 04, 2014 8:53 am
by 3dgeeks
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

Re: ForestPro Animation offset

Posted: Fri Jul 04, 2014 8:57 am
by mbetke
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?

Re: ForestPro Animation offset

Posted: Sun Jul 06, 2014 10:48 pm
by MaTtY631990
Unfortunately, the feature is not supported at the moment with octane. Have tested this myself.

Re: ForestPro Animation offset

Posted: Mon Jul 07, 2014 9:11 am
by boris
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..