A quick google search yielded this:
Hihi, google, nice tip ![]()
Thanks…
great tip…thanx
Check out Bobo’s script in this thread which makes the process much quicker when using PF/bitmaps to position proxies.
Also LSGardener, Advanced Painter, G-Tools Planter, Groundwiz and VrayScatter might be useful.
I’ve tried Bobo’s script which allows me to position proxies in various locations. It works good with particle flow and Vray proxies. The only thing which annoys me is the fact that You have to duplicate PF sources to have more various objects. That script works per one object only so if You want to clone more objects You have to create another source of PF gizmo for each one. Or maybe i’m doing something wrong with it ?
greetings
czaps
“I’ve tried Bobo’s script which allows me to position proxies in various locations. It works good with particle flow and Vray proxies. The only thing which annoys me is the fact that You have to duplicate PF sources to have more various objects. That script works per one object only so if You want to clone more objects You have to create another source of PF gizmo for each one. Or maybe i’m doing something wrong with it ?”
You can rename the proxies and adjust the pflow settings and bake again another proxy without the need for duplicate Pflow sources.
I use the soulburn scripts (the name manager in this case) to quickly rename the first proxy I bake. Then load another bitmap, or change the random seed for some of the Pflow settings, etc., and repeat as many times as needed.
Regards,
Mike
“You can rename the proxies and adjust the pflow settings and bake again another proxy without the need for duplicate Pflow sources”
If i rename proxies as You suggest and choose another object for distribution in the same script window it will replace my existing just baked in before proxies that’s why i duplicated PFlow gizmo to avoid that and i choosed another proxy as an object…
greetings
czaps
No, it will only replace them if they are still named “BAKE_PF Source 01_instanceXX”. As long as you rename them you can continue to use the same pflow script. I do this almost daily here.
Here is an example…
I baked the teapots first, renamed them, and changed the random seed of the position icon operator. Then baked the boxes, etc.
Regards,
Mike
Thank You mmikee
Now i got it !!! ![]()
greetings
czaps
Hi ![]()
How do you manage overlapping of trees?
I scatter trees with particle flow method but many trees overlap. I found a KEEP APART operator but I can’t make it work.
Which method do you use to overcome overlapping of distributed objects?
I would like add to to the list our software Forest Pack. The latest beta release includes native support of VRay/Mental Ray to create instances of proxies/meshes at render time.
Regards,
Carlos.
I’d be really into forest pack for billboard trees if it had some kind of lighting system for the billboards. For a while games have had fast particle shading using a sort of bulged normal map and rayleigh shading and stuff.
Add a bit of this too!:
http://www.drone.org/tutorials/lighting\_flat\_objects.html
The problem of normal maps is that to build them, you need a 3D tree. But then, you can use it instead a billboard and get better results… at least with the new raytracers, that are very efficient using proxies and instances.
Regards,
Carlos.
When using the Position Object Operator, I tick the Seperation and Delete Particles If Location Is Invalid boxes.
ohhh so easy
I have been trying to manage this for many days … I will try your advise. thanks so much ![]()