We need more of these effect tutorials. Funny thing is, Ive been using FP for a while now and never knew that much about the effects panel. I always thought it had to do with max's standard effects, like wind and such. So yeah please make more of these effects tutorials
Just what i was looking for years... Give shape to the grass is very important to give more realistic renderings and exclude more post-production editions.
I'm using corona layered material instead and when i plug forest color into the blend/mask slot, iget dry grass at the edge and everything else turns white.
The best way to Solve it is to add a Corona Layered Material to each slot in the multi-subobject material, in every case you connect the original material in the base , the other material , the one you want in the edges, in the layer one and in the mask the forest color. You have to repeat this in every slot.
At the transition in the 2:19, how can i get there? I mean, you are checking the override option of a Forest Color map, Is it the same map that you are using after at the VrayBlendMtl? Thanks!!
2:16 this part is extremely confusing. Which forest color map are we supposed to use to make this work? There are a dozen of them in the forest material.. I never got this to work.
The next section explains the material setup. In this case you don't modify an existing Forest Material, you use a new one as a mask in a V-Ray Blend material.
from one minute to five seconds, making the grass layer less healthy, I have followed the correct procedure many times but the grass still does not change color, is there any way to solve it, I am using version 8.2.2
It works fine, but I encountered a small problem: If I want to make taller grass around stones or a stump and I have a few more paths in the scene, the grass also grows along the paths. How to solve it?
Can anyone get this to work with Max 2023, FP 8.2.4, Vray 6 Update 2? I've followed this video 15 times, step by step for the last few hours with no luck getting the effects Tint by Boundary to work.
Figured it out. What is completely glossed over in the video, and maybe the behavior has changed since this video was done, is when instancing the material from all the selected Forest Pack geometries (grasses), and you add the vray blend, forest color map, is after you are done, you have to not apply material to your FP object, but to drag the output of the Vray Blend Material back into the FP material slot on the right modify menu so all objects are updated with new material. It says it on the website tutorial, but doesn't mention that in the video.
When you use the forsst color as a mask and uncheck the override, does it mean you can use only one forest color in your material? So no color variation on the grass itself from forest color when using this technique? Thanks
You can still use colour variations by using override for the Forest Colour maps that affect the material colours (Usually in the diffuse input). The Effect will only affect the maps with Override disabled.
Although you could use the Forest Colour map as a mask for any map or material that accepts them, I'm not sure if Vantage would support this feature at all actually because it requires Forest Pack to control a Forest Colour Map. When exported to Vantage, the scatter is converted to regular instances.
Unfortunately that's an Octane limitation over which we have no control. Unlike V-Ray, Octane has no SDK we can access so we are dependent on them supporting Forest Pack rather than the other way around.
Unfortunately V-Ray GPU doesn't support this technique. As with most GPU renderers, the developers write a translation for our plugins to ensure that it works with their engine (we can't do it ourselves as they have no API). This can mean that not all features are available on the GPU.
The second effect you apply (Z scale by Exclude Boundary) doesnt work to me as in your video tut. Do I have to specify the trunk mesh in some way or add it to forestPack in some way? I'm using licensed Forest 7.4.3 and Vray 6 hotfix 2 versions, max 2022. Thank you.
This was recorded with V-Ray, but you could certainly do a similar thing with Corona. You can't use a blend material thought, instead you'd need to add CoronaMix maps or similar to the diffuse input of the individual materials rather than use a Corona Layer material. This is because Corona doesn't currently support using Mult-Sub materials inside a CoronaLayer material like V-Ray can.
You could certainly do a similar thing with Corona, but you'd need to add CoronaMix maps or similar to the diffuse input of the individual materials rather than use a Corona Layer material. This is because Corona doesn't currently support using Mult-Sub materials inside a CoronaLayer material like V-Ray can.
You could certainly do a similar thing with Corona, but you'd need to add CoronaMix maps or similar to the diffuse input of the individual materials rather than use a Corona Layer material. This is because Corona doesn't currently support using Mult-Sub materials inside a CoronaLayer material.
@@itoosoft thank you for replying! But that's just too much work. Would be nice to have an automatic way of doing it, like add a button on "optimize material " menu, just like we have to add forest edge on opacity slot.
You can use more or less the same technique, except Corona doesn't allow you to blend a multi-sub object map (unless that's changed) so you'd need to add Forest Color maps to mix the diffuse textures instead.
@@tommasosabatini9310 The best way to Solve it is to add a Corona Layered Material to each slot in the multi-subobject material, in every case you connect the original material in the base , the other material , the one you want in the edges, in the layer one and in the mask the forest color. You have to repeat this in every slot.