Better than Itoo Forest

Hey guys.
Check this out.

There’s nothing this good for Max, no?
It shocks me what they do now with sketchup.

i dont see anything there that cannot be done in forestpack…?

Don’t see anything spectacular there. Forestpack can do all this and more
Plus, the new version 5 beta is blazingly fast with the latest VRay

the brush painting looks nice.. not sure if forest can do that. but then you can always use advanced painter to paint some boxes and convert to forest after. not quite so interactive though.

p.s. nice clickbaity thread title :wink:

“youll be SHOCKED how much better than forespack this is:”

yeah, well, it actually looks almost exactly like forest..

yes, it can.

You can use forest to paint areas of landscape or whatever. It’s covered in their modern barn tutorial. This plug-in looks literally like a 100% copy of forest for SketchUp.

but with fewer options :stuck_out_tongue:

Oh…Ok.
I need to get more in depth into forest I guess. :roll:
Thanks.

The interface looks near identical too.

I agree…forest pack is the way to go, however, they need to work on a couple of things. For those who have migrated from multi-scatter, MS paint function is a bit more robust, but my biggest pet peeve is the Z axis location and the ability to move the forest object in the sub-object level on the Z axis. In Multi-scatter or paint, you can select the object in the sub-object level, move the selected object up or down on the Z axis. You cannot do this with FP..and I do not know why. To me, that’s software 101. Also, the MS transform gismo of the object is at the original location. You can hit a hot key and zoom right in on the selected object and rotate, pan etc. around the selected object. As for the transform location in FP, it is always at the zero elevation even though your object may be a 500ft. So as far as navigating around your forest objects, it leaves a lot to be desired. I think they need to take a play right out of MS book on this one. Other than that…FP is the best.

isn’t there a spinner to locally offset any object on the z axis? in the geometry tab?

Hi!

I just wanted to take the opportunity to clarify how to move objects on the Z axis. When using a Surface, the default behaviour allows you move sub-objects around on the XY axes and Forest takes care of positioning them on the Z axis for you so that they remain connected to the surface. However you’re also able to override this behaviour so that you can move sub-objects freely on Z axis as well, all you need to do is disable the Surface > Link to surface check-box. When this is turned off objects are movable on all axes, and if you still want to snap objects manually to the surface, you can click the Place Items button.

Hope that helps out and thanks very much for the feedback, it’s always appreciated and we’re looking into improving the gizmo issue.

Many thanks!

Paul

Great, I didn’t know that either. With all the FP options at our disposal, some get overlooked at times.

yes, that’s quite handy. totally misunderstood smalerbi’s post.

Thanks Paul for that tip, that was a big help. The only last refinement in the navigation department would be to have FP recognize the hot key, zoom selected in the sub-object mode. That would save some time.

Thanks…Scott.

Only Z-issue I have is that you can’t use a VrayDisplacement mod to place your trees. Which means you have to create masssssssive geo meshes for scenes and ensure the two never get out of sync. About 30% of some of our renders can go into the high poly surfaces for iToo. Would be nice if iToo could sample a displacement map and operate on the same general math that Vray Displacement uses for terrain to sample the Z-position for every tree at forest-creation. That could save us 100m+ unique polies in some scenes and produce more accurate results when our terrain is nicely displaced down to just a few million polies thanks to view-dependent displacement.

when I saw that plugin I thought was the FP version by itoosoft. … it’s identical. another plugin that I just installed is Ivy generator for Sketchup and it’s way much better than the max version and stable.

cant you just control the z-offset with a greyscale map? youd need to tweak the range so it matched your displacement… or you could do the scattering on a displaced mesh then (im thinking out loud here, not at my workstation) turn off the z-linking and swap for a new non-displaced base mesh?

basically im sure there is a way to do it.

*smacks forehead* works perfectly. I didn’t realize you could drive that with a map. Does require a small bit of math conversion, amount: 100*displacementAmount/treeHeight. I wouldn’t mind though iToo automagically doing the calculations internally on Vray Displacement Mods. Would be far more robust.

What are you using to generate your environment landscape maps Gavin? I’ve to do a few space bits soon and need to pick something up!