grmpf…
I’d love to reply to the topic but I don’t seem to be able to write any posts in this forum (as far as i can remember those guys were unlocking my account ages ago…)
I’m sorry but technically it’s not possible. Forest uses two methods to support the render engines:
a) If the engine provides a SDK, we write the implementation (VRay, Mental Ray and Maxwell Render).
b) In other cases (VRay-RT, Arion Render, Octane, Thea Render and Corona Render), we provide an interface to their developers, so they can read the Forest items and instanciate them (simple scattering).
Forest Color requires to write a custom material shader, so it’s supported only if the SDK is available and it allows this type of shaders (currently VRay and Mental Ray).
Peter, it’s nice to have you on board. Did you see my post at the bottom of page 4? I know it’s not a complete solution but it’s a way to make some of the color variation possible already.
hie whenever i try it use forest pack with corona as soon as i hit render it crashes
i tried it with mental ray and it worked but not with corona
i am using alpha 5
is there a reason multi-scatter and forest pack require so much ram to render something over 30mill polys, i struggle to keep it under my 24gb limit unless i reduce the amount being scattered, dont have this issue when trying with vray
The reason is V-Ray has render-time geometry, but Corona doesn’t. The second reason is Corona rendering whole scene at once and have to store all the assets in memory when V-Ray’s buckets uploads and unloads assetsts by-demand.