Author Topic: Added support for Multiscatter, ForestPack  (Read 61948 times)

2013-03-24, 18:45:20

Ondra

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I am glad to anounce, that thanks to the support from developers of Multiscatter and Forestpack you will be able to use these advanced scattering plugins with Corona in the next release.

« Last Edit: 2013-03-26, 20:24:56 by Keymaster »
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-03-24, 18:52:59
Reply #1

jjaz82

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2013-03-24, 19:00:10
Reply #2

Polymax

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This is incredible! So fast!
Corona - the best rendering solution!

2013-03-24, 19:04:46
Reply #3

michaltimko

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Thanks! You are damn fast
Coronaut!(c)2011

Supporting Corona in commercial projects since pre-alpha

2013-03-24, 19:05:03
Reply #4

DeadClown

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Holy macaroni!!!!
These are great news! Thanks a lot :) ! This was really fast. Didn't expect that.
Any sufficiently advanced bug is indistinguishable from a feature.

2013-03-24, 19:09:39
Reply #5

Chakib

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OMG !!!! Ondra you're a beast ! Thank you so much for this one :D can't wait for it !!!!

2013-03-24, 19:16:44
Reply #6

DeadClown

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I would be even better if the vertexcolor map was properly rendered. GrowFX uses it to make easy and lightweight gradient mappings on plants.
*pokes keymaster* pleeease? :)
Any sufficiently advanced bug is indistinguishable from a feature.

2013-03-24, 19:21:17
Reply #7

loocas

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Cebas couldn't have done it for years and they still don't have Multiscatter support to this day.

So, my hat is off... KUDOS!

2013-03-24, 19:37:27
Reply #8

lacilaci

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2013-03-24, 20:25:11
Reply #9

ecximer

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Pinch me, I probably sleep!
Ondra, You are an amazing person!
----------------------------------------
While on teapots flight normal! :)))
« Last Edit: 2013-03-24, 20:56:48 by ecximer »
sorry for my english

2013-03-24, 22:15:11
Reply #10

Javadevil

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Just Awesome, I will finally buy Forrest Pro, I'm over wacoscatter :)

2013-03-24, 22:44:09
Reply #11

ecximer

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Attention! Big traffic!
sorry for my english

2013-03-24, 22:45:15
Reply #12

Chakib

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2013-03-24, 22:46:51
Reply #13

Ondra

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hope to see the legacy one soon
doing it right now
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-03-24, 22:47:31
Reply #14

Chakib

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2013-03-24, 23:12:28
Reply #15

Ludvik Koutny

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For Multiscatter users:

at the moment, Corona renders Multiscatter but error message that current renderer is not supported by MS keeps popping up, so we will have to wait for developers of MS to do something on their side i am afraid. It renders fine, but error window is quite annoying, especially when it pops up several times for every instance in your scatter object list :)

ForestPack seems to be ok :)

2013-03-24, 23:49:30
Reply #16

Chakib

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Yep i confirm, forest pack works like a charm :



« Last Edit: 2013-03-25, 00:47:37 by Chakib »

2013-03-25, 00:52:30
Reply #17

DeadClown

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Yep i confirm, forest pack works like a charm :

Indeed, foliage stuff is really fun with pathtracing :) Way easier to setup, especially when we get interactive rendering!

Any sufficiently advanced bug is indistinguishable from a feature.

2013-03-25, 10:04:56
Reply #18

maru

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I wonder what will be the first Disney/Pixar/Dreamworks movie rendered in Corona.
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2013-03-25, 10:55:30
Reply #19

Ludvik Koutny

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Yep i confirm, forest pack works like a charm :

Indeed, foliage stuff is really fun with pathtracing :) Way easier to setup, especially when we get interactive rendering!

Could you try to render that exact same shot with 1 PT samples and random sampler set to 5D High-D + PRNG for the same time (20:17) and post for comparison? :)

2013-03-25, 17:33:58
Reply #20

Chakib

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the only problem ive found with forestpack is librairy elements, in my example  above i did use the scripr material converter then i did edit materials manually of the grass and flower, but when i reopen that same corrected scene, grass material is weird it changes and it doesnt accepte the manual changes, so i conclude that we must use our models already converted with forestpack better than the presets of forestpack because of this weird problem.

2013-03-25, 18:44:54
Reply #21

DeadClown

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Hm... I must admit that my converter script sucked when converting the Vray-shaded Forestpack presets (one reason is that it does not convert VrayFastSSS2) but I didn't try out the resaving issue yet.

Rawalanche: here you go, but it's not that much difference in this image, this is the raw render, both have similar rendertime but different amount of passes. Anyways, I think I already noticed some improvements in certain conditions.

Any sufficiently advanced bug is indistinguishable from a feature.

2013-03-25, 18:46:25
Reply #22

Ludvik Koutny

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Hmm, i expected the difference to be more significant... From my tests, difference in DoF convergence is a bit larger :) Thanks for taking time to test :)

2013-03-25, 19:12:21
Reply #23

DeadClown

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I have another scene where - I think - this is true, it's just more noticeable when you wait a little longer for a more "clean" result. But there are some problems with sundisc reflections (even when turned off) and I wanted to test a little more before i post it :)
Any sufficiently advanced bug is indistinguishable from a feature.

2013-03-25, 19:16:00
Reply #24

Ludvik Koutny

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Yes, correct...  i found out just yesterday. Sundisc visibility+reflection toggle does not work for reflections that are not perfectly sharp, as it is a bit harder to separate specular reflection from diffuse one. So for reflections with lower glossiness, it has no effect. Keymaster said he will fix it, but that it will require some heavy dark magic... ;)

2013-03-25, 19:39:13
Reply #25

DeadClown

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aaaah, great! Thanks for the info :)
Any sufficiently advanced bug is indistinguishable from a feature.

2013-03-25, 20:44:12
Reply #26

jjaz82

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sorry for the question, but the version compatible with forest pack is in the download section alpha 4? because I downloaded the latest version but it does not seem to be compatible.
Nicola

2013-03-25, 21:04:32
Reply #27

DeadClown

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It's unfortunately not the public alpha but a daily build. You will have to wait for the next public alpha to get this functionality.
Any sufficiently advanced bug is indistinguishable from a feature.

2013-03-25, 21:13:26
Reply #28

jjaz82

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oki thanks for answer :)
can't wait !!!! :D

2013-03-25, 21:32:40
Reply #29

ecximer

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jjaz82, what do you can not wait?
sorry for my english

2013-03-25, 21:39:43
Reply #30

Ludvik Koutny

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jjaz82, what do you can not wait?

I think by that he wanted to say he is looking forward to the next release ;)

2013-03-25, 21:54:33
Reply #31

Chakib

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Hm... I must admit that my converter script sucked when converting the Vray-shaded Forestpack presets (one reason is that it does not convert VrayFastSSS2) but I didn't try out the resaving issue yet.

Rawalanche: here you go, but it's not that much difference in this image, this is the raw render, both have similar rendertime but different amount of passes. Anyways, I think I already noticed some improvements in certain conditions.

Your script is awesome even if it's limited in some cases, i think the presets in forestpack loaded its non corona materials in every time you open max so your work on materials will be vanished with the presets, so the best way is to work with the source max models and grab them into a new forestpack objects as a custom object.
« Last Edit: 2013-03-25, 22:04:08 by Chakib »

2013-03-25, 21:56:56
Reply #32

lacilaci

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1 PT samples and random sampler set to 5D High-D + PRNG? Looks interresting, how does it differ from alpha3emulation with default sampling values?

2013-03-25, 22:01:40
Reply #33

DeadClown

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hmm... i wasn't aware of the fact that fpack uses the presets directly - that's kind of weird and sounds like a bug (you should be able to alter the materials!).
Concerning the Script: Thanks, glad you like it :) I will have a look at the Script (when I got a bit of time to do so) and fix some things :) At least a (temporary) conversion of those SSS Mats and some minor Vray2sided fixes I wanted to do anyways :)

lacilaci: I'm not exactly sure, but it looks like it's a bit cleaner after all. I'm sure Rawalanche or Keymaster can say something more qulified :D
« Last Edit: 2013-03-25, 22:03:15 by DeadClown »
Any sufficiently advanced bug is indistinguishable from a feature.

2013-03-25, 22:04:27
Reply #34

Ludvik Koutny

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1 PT samples and random sampler set to 5D High-D + PRNG? Looks interresting, how does it differ from alpha3emulation with default sampling values?

1PT sample will mean a lot more sampling power will be devoted to AA at the expense of less GI sampling. AA takes care of DoF and MB, so less PT samples usually mean more samples going into clearing DoF.

For exterior scenes, where there is a lot of direct illumination from enviro around, and not that much of complex light bouncing going on, you can get away with a lot less PT samples - even 1, and you can devote the rest of the power to DoF. So if your scene takes 10 minutes to get clean GI, but additional 30 minutes to remove noise from DoF, making it total of 40 minutes, it is a good tradeoff to reduce GI sampling so it takes 20 minutes instead of 10 to get clean GI, but DoF takes 20 minutes too, so in the end you get same quality in half the time.

5D High-D + PRNG sampler is from my tests a bit more efficient sampler than A3 emu when it comes to DoF, while in common scenarios it is not any slower than A3 emu sampler. That makes it the best of all available samples and thus it was set as default sampler in all builds since yesterday.
« Last Edit: 2013-03-25, 22:08:18 by Rawalanche »

2013-03-26, 09:32:44
Reply #35

Ocram

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I am glad to anounce, that thanks to the support from developers of Multiscatter and Forestpack you will be able to use these advanced scattering plugins with Corona in the next release.....


2013-03-26, 09:46:27
Reply #36

jjaz82

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jjaz82, what do you can not wait?

I think by that he wanted to say he is looking forward to the next release ;)
exactly, this engine is amazing. simple intuitive and fast. :)

2013-03-26, 13:24:47
Reply #37

patoaltaco

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Hi,

To use this feature i have to down the daily builds? If this is right i have to give keymaster my dropbox acount... right?

I dont know the magnitud of what im asquing next, but, can't you get your scatter stronger too?

Cheers,

2013-03-26, 13:29:27
Reply #38

Ondra

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Hi,

To use this feature i have to down the daily builds? If this is right i have to give keymaster my dropbox acount... right?

I dont know the magnitud of what im asquing next, but, can't you get your scatter stronger too?

Cheers,
See http://forum.corona-renderer.com/index.php/topic,316.0.html

I could also improve my scatter (probably will a little bit), but I don't have time to reimplement the whole multiscatter/forestpack (which is what would be needed).

Anyways, according to multiscatter guys, they have removed the warning about unsupported renderer from version 1.2.0.5 onwards
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-03-26, 19:44:46
Reply #39

jjaz82

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A little test.. scene converted from vray. some materials have problems I had to override them..
i'm speechless... 5 minute.. is fu@@ing fast... :D



« Last Edit: 2013-03-26, 19:47:11 by jjaz82 »

2013-03-26, 20:21:25
Reply #40

Ondra

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New version of multiscatter without the popup window was just released: http://forum.rendering.ru/viewtopic.php?f=16&t=1203
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-03-26, 20:34:28
Reply #41

DeadClown

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It's stuff like that where Corona really rocks :) ! pt+pt
(No shaders sorry, since all those plants are using VertexColor maps which are currently not working)
Any sufficiently advanced bug is indistinguishable from a feature.

2013-03-26, 20:38:37
Reply #42

Ondra

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mm, that has potential, I should really implement the vertex color :D
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-03-26, 20:42:31
Reply #43

DeadClown

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hahaha, yes I must admit that I posted the image to push it a little bit :D It's planned as an animation but I was not able to finish it due to horrible rendertimes in Vray and (at that time) not enough renderpower. Btw, I'm currently trying dof (which already looks awesome after 3 mins)
Any sufficiently advanced bug is indistinguishable from a feature.

2013-03-26, 20:44:24
Reply #44

Ondra

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I'll add it (just remind me from time to time). I can also provide some renderpower to this and similar projects (4× i7-2600k for overnight/weekend rendering)
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-03-26, 21:13:09
Reply #45

DeadClown

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I'll add it (just remind me from time to time).
Believe me, I will! :D

Quote
I can also provide some renderpower to this and similar projects (4× i7-2600k for overnight/weekend rendering)
Thanks for the offer but luckily we've got 10 new machines some days ago :) I just need to install corona and a scene to render ;)

Any sufficiently advanced bug is indistinguishable from a feature.

2013-03-26, 21:31:26
Reply #46

Chakib

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It's stuff like that where Corona really rocks :) ! pt+pt
(No shaders sorry, since all those plants are using VertexColor maps which are currently not working)

Can't wait to see the final look, man i'm starving right now O_o

2013-03-27, 07:24:46
Reply #47

ecximer

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DeadClown, It looks awesome!
sorry for my english

2013-03-27, 09:48:22
Reply #48

jjaz82

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hi guys
It's stuff like that where Corona really rocks :) ! pt+pt
(No shaders sorry, since all those plants are using VertexColor maps which are currently not working)

Can't wait to see the final look, man i'm starving right now O_o
me too :D

i guys

For material conversion are you using the Advanced Material Corona Converter?

2013-03-27, 10:46:54
Reply #49

DeadClown

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Thanks guys :) It looks a lot better with maps, translucency and reflections but this will have to wait until some more map types are supported :)

For material conversion are you using the Advanced Material Corona Converter?

Yes. But currently the script is not very helpful for forestpack scenes/presets since it does not convert VrayFastSSS(2) materials and ForestColor/VertexColor maps. So you will have to do a lot by hand. I made some temporary adjustments for these cases in my internal version but it don't want to release this for the public versions. I also made some improvements for Vray2Sided materials which will result in a better conversion result for forestpack.
Any sufficiently advanced bug is indistinguishable from a feature.

2013-03-27, 11:26:12
Reply #50

maru

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it's a goddamn Narnia :O
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2013-03-27, 16:13:10
Reply #51

jjaz82

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Thanks guys :) It looks a lot better with maps, translucency and reflections but this will have to wait until some more map types are supported :)

For material conversion are you using the Advanced Material Corona Converter?

Yes. But currently the script is not very helpful for forestpack scenes/presets since it does not convert VrayFastSSS(2) materials and ForestColor/VertexColor maps. So you will have to do a lot by hand. I made some temporary adjustments for these cases in my internal version but it don't want to release this for the public versions. I also made some improvements for Vray2Sided materials which will result in a better conversion result for forestpack.
thank you :)

2013-03-28, 14:44:25
Reply #52

DeadClown

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I uploaded a new Converter Script version which is doing a way better job with converting forestpack stuff. Just make sure you read the description & changelog (latest posting in the converter thread) :) It's doing a good job on some of the presets of forestpack so I hope it's working a lot better now.
Any sufficiently advanced bug is indistinguishable from a feature.

2013-03-28, 14:45:05
Reply #53

Chakib

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I uploaded a new Converter Script version which is doing a way better job with converting forestpack stuff. Just make sure you read the description & changelog (latest posting in the converter thread) :) It's doing a good job on some of the presets of forestpack so I hope it's working a lot better now.

Great i'll check it out thanks a lot buddy !

2013-04-09, 00:23:24
Reply #54

Ondra

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Added support for MultiscatterTexture. You need a recent daily build and Multiscatter version 1.2.0.6 and higher.
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-04-09, 01:57:06
Reply #55

cecofuli

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2013-04-09, 19:34:07
Reply #56

iCube

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You can download MultiScatter with MultiScatterTexture for Corona here http://forum.rendering.ru/viewtopic.php?f=16&t=1208

2013-09-09, 17:45:29
Reply #57

vkiuru

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Sorry for bumping an old topic but I'm in a sort of a hurry and couldn't find an answer elsewhere. Is the Forest Color map supported by Corona? Because I'm unable to get any color variation going. Any help would be appreciated!

2013-09-09, 17:58:52
Reply #58

Ondra

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Sorry for bumping an old topic but I'm in a sort of a hurry and couldn't find an answer elsewhere. Is the Forest Color map supported by Corona? Because I'm unable to get any color variation going. Any help would be appreciated!

No, because the texture in not done in renderer-agnostic way, and the authors did not want to add extra code to support Corona. Hopefully one day they will re-do it.

Multiscatter texture works fine ;)
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-09-09, 18:41:15
Reply #59

vkiuru

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No, because the texture in not done in renderer-agnostic way, and the authors did not want to add extra code to support Corona. Hopefully one day they will re-do it.

Multiscatter texture works fine ;)

Thanks for the fast reply :)

Since I prefer ForestPack nowadays, I just tested putting a Multiscatter texture to my Corona Material diffuse slot of the material I've assigned to my Forest Object and playing with the random colors. As expected it didn't work BUT I then ticked the "Use Obj. Color" in Multiscatter texture and tried changing the Color Tint values from within the Forest Object and it WORKS! hooray! I also tried the "Get color from Map" option and it works too so whoopdedoo, working ForestPack random color & Get Color From Map! I'm a happy camper!

2013-10-02, 12:35:35
Reply #60

st.germain

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hi,
 i have  a little problem with itoo-forest.
 it is not possible to unable the visibility of forest- trees to camera in object properties!
 as soon you hit render they appear again  . . . any solutions?

greetz jörg

2013-11-20, 17:00:47
Reply #61

peterguthrie

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I'm really keen to be able to fully use forest pack with corona as well. Do I understand correctly that it will require input/changes from itoosoft as well?

I've already emailed a contact at itoosoft to see if they can prioritise it ;)

Peter

2013-11-20, 17:16:58
Reply #62

Ondra

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hi,
 i have  a little problem with itoo-forest.
 it is not possible to unable the visibility of forest- trees to camera in object properties!
 as soon you hit render they appear again  . . . any solutions?

greetz jörg
I'll take a look

I'm really keen to be able to fully use forest pack with corona as well. Do I understand correctly that it will require input/changes from itoosoft as well?

I've already emailed a contact at itoosoft to see if they can prioritise it ;)

Peter
Depending on what you mean. The scattering is supported in all recent versions.
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-11-20, 18:26:40
Reply #63

peterguthrie

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I'm really keen to be able to fully use forest pack with corona as well. Do I understand correctly that it will require input/changes from itoosoft as well?

I've already emailed a contact at itoosoft to see if they can prioritise it ;)

Peter
Depending on what you mean. The scattering is supported in all recent versions.

sorry, just realised my post made no sense.

I meant to talk about the forest color map specifically

2013-11-20, 18:36:41
Reply #64

Ondra

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yeah, they just said it is too complicated to bother implementing. I think it should not be that hard, implementing multiscatter map later on was very easy. You can try convincing them, perhaps you have better pull ;)
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-11-20, 18:42:56
Reply #65

peterguthrie

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yeah, they just said it is too complicated to bother implementing. I think it should not be that hard, implementing multiscatter map later on was very easy. You can try convincing them, perhaps you have better pull ;)

already got someone on it ;) supporting corona should be top priority!

2013-11-20, 18:54:10
Reply #66

peterguthrie

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also posted in the itoosoft forum.. just to keep up the pressure :)

2013-11-20, 19:16:53
Reply #67

DeadClown

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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...)
Any sufficiently advanced bug is indistinguishable from a feature.

2013-11-21, 10:53:51
Reply #68

peterguthrie

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reply from Itoosoft:

Quote
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).

2013-11-21, 10:56:19
Reply #69

Ondra

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I have an SDK now. But even without it it was possible to do with single simple existing method for multiscatter.
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-11-21, 11:07:22
Reply #70

peterguthrie

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Great, so what do we need to do to make this happen :)

Carlos Quintero seems to be the guy to contact carlosqg@itoosoft.com

or should I just reply on the forum and say there is now a SDK and they should contact you?

http://forum.itoosoft.com/index.php?topic=1857.0

2013-11-21, 11:18:17
Reply #71

Ondra

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ok, I'll contact the guy
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)


2013-11-21, 11:27:48
Reply #73

vkiuru

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ok, I'll contact the guy

:) fantastic!

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.

2013-11-21, 11:34:05
Reply #74

peterguthrie

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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.

I did thanks. Maybe I should suggest that I use the multiscattertexture on the itoosoft forum as a way of spurring them into action ;)

2013-11-21, 11:40:28
Reply #75

vkiuru

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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.

I did thanks. Maybe I should suggest that I use the multiscattertexture on the itoosoft forum as a way of spurring them into action ;)

That's certainly one approach :P

2013-12-15, 17:20:50
Reply #76

skinny_santa

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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
using corona before it was cool :3

2013-12-21, 12:38:17
Reply #77

Ondra

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Make sure you have the latest multiscatter version, some older ones were causing crashes.
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-12-21, 17:10:10
Reply #78

skinny_santa

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i got it working now ^_^ yayyy
with the latest lite version i made a jungle scene too




HO HO HO
using corona before it was cool :3

2014-02-23, 06:06:43
Reply #79

jjduncs

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Yep i confirm, forest pack works like a charm :

Indeed, foliage stuff is really fun with pathtracing :) Way easier to setup, especially when we get interactive rendering!

Could you possibly explain your grass material? looks great while not being too translucent.
thanks

2014-02-26, 17:45:55
Reply #80

nehale

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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
I had a girlfriend once.....her name was Vray

2014-03-18, 15:05:26
Reply #81

Dollmaker

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I am having crash on max 2011 with forest pack pro.. I am using latest corona. Am I doing something wrong? Sorry I am a first time user of corona..

What forest pack versions are supported by corona?

2014-03-18, 15:22:54
Reply #82

fobus

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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.

2014-08-05, 22:32:31
Reply #83

redlad

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It's stuff like that where Corona really rocks :) ! pt+pt
(No shaders sorry, since all those plants are using VertexColor maps which are currently not working)

That looks class man. Brilliant!

2015-02-16, 21:13:58
Reply #84

Avan

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How i can use  forestpack color? I found this topic on itoo forum http://forum.itoosoft.com/index.php?topic=1857.0 but i can`t see any changes when i am following tutorial http://www.itoosoft.com/tutorials/tutorial_basic3.php

Who can help me and write steps of right using color tint in corona?