Author Topic: ForestPack Masking  (Read 1180 times)

2025-02-25, 19:33:29

Stefano

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There was a brief window of time between the end of November and the beginning of January in which it was sufficient to assign an Object ID to the ForestPack in its properties in order to have its RGB Mask. But for the past 3 weeks, this function has no longer been active and you must again select all the elements of a ForestPack and assign an Object ID to them. How come? What has changed? At last there was the possibility to create masks for vegetation easily. Thank you in advance for your reply.

2025-03-20, 16:36:34
Reply #1

maru

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As far as I know, it was always necessary to consider the original model when rendering masks for Forest Pack (not the Forest object itself). So if you specify different object IDs for different model objects, you end up with different mask colors. Also the include/exclude lists, for example in render elements, consider the model objects.

Maybe I misunderstood the question. Could you explain what exactly you are trying to achieve and what is happening?

Thanks!
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2025-04-14, 16:03:36
Reply #2

Stefano

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Hi Maru, thanks for you reply.

I try to explain it better. With Corona 12 update 1 it is sufficient to assign the object ID directly to the entire Forest Object, without having to assign an ID to all source objects. With Corona 12 update 1 hotfix 1 this option is no longer possible, you must again select all source objects and assign the ID (as all the older version).

Clearly I don't know what the reason is, but you had managed to solve a very annoying problem, but with the latest version it stopped working again.

Please let me know if I was clear.

Thanks!

2025-04-14, 17:46:54
Reply #3

davemahi

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Can we just stop and have you guys just give us the option to use the Forest Pack object as an ID. It is what we all want.

2025-04-14, 18:57:54
Reply #4

TomG

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https://chaoscorona.ideas.aha.io/ - add, or vote. TY! :)
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2025-04-14, 21:50:01
Reply #5

davemahi

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Once you get to this then I will vote :) i have to say using Corona has gone form enjoyment, to everything feels like a laggy slow pain in the butt.
I kind of hate these portals for voting. It gives users a false sense of security, and also for me it comes across as the Devs have no vision any longer. Corona now feels sort of slow and out of touch. And this is coming from someone who has championed it at the studio for years since the beginning.

2025-04-15, 17:20:16
Reply #6

maru

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I was able to reproduce the original masking issue and logged it for our devs as (Report ID=CMAX-1600).
Before we make any changes, I would like to make sure it makes sense. This may sound like a silly question, but why is the "adding the main forest object generates a mask" solution better than the "adding source objects generates masks for them"? What if a user wants to render different masks for different tree types?
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2025-04-15, 20:48:22
Reply #7

davemahi

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I was able to reproduce the original masking issue and logged it for our devs as (Report ID=CMAX-1600).
Before we make any changes, I would like to make sure it makes sense. This may sound like a silly question, but why is the "adding the main forest object generates a mask" solution better than the "adding source objects generates masks for them"? What if a user wants to render different masks for different tree types?

In a perfect world both ways is great. But when you have a lot of scatters, that use a lot of geometry to make up those scatters, and all you want to do is color correct say the trees or grass you don't have to find all the geometry used in those. It could have grass, moss, and each of those could have 20 individual pieces of geo each. Let alone when you use Forest pack library (Or 3rd party), they come in hidden and frozen, and some times not at 0,0,0 so you have to then find isolate and select. Like it literally adds so much time when you just want to grab the FP object and say ID 01 please. Also if you are not the artist setting up the scatter and geo but are tasked with rendering and lighting, you then have to find all that crap instead of just the FP object.
The reasons list goes on but you get the point.

But I still do want to be able to select and mask individual objects as it is useful, but want to more so be able to select just the FP object.
« Last Edit: 2025-04-15, 20:54:34 by davemahi »

2025-04-15, 21:42:00
Reply #8

romullus

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Selecting scattered instances is just a matter of couple mouse clicks. Fulfilling your request would mean a trade of quite useful feature for a tiny bit of convenience. Are you sure it's worth it?

Edit: my bad, i see it's about forest pack, not about Chaos scatter. Maybe it's worth to ask Itoo to implement easy selection of scattered instances instead?
« Last Edit: 2025-04-15, 21:47:33 by romullus »
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2025-04-15, 22:08:38
Reply #9

davemahi

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That's great if you have 4 teapots and all, also forest pack cant do that selection like that. There are many reasons to not have multiple artists opening a forest pack object and messing about. Depending on if you are a lighter in a pipeline, and you just want to make all objects a mask, you don't want them going in a loading a UI license just to be able to see what objects are part of the FP object + taking a floating license to do this is just one of them.

I agree one of them should do it, but in the end the render engine lets you do masking then I think it's on them.

2025-04-15, 22:11:17
Reply #10

dj_buckley

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Am I missing something here?  What's wrong with selecting the Forest Object > Right Click > Select Forest Custom Object

2025-04-15, 22:21:24
Reply #11

davemahi

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OK well you learn something every day :)

But Another thing a lighter may want is to have the objects with specific IDs, but the forest pack with its own unique ID as well. So you have a multi ID selection for individual assets, but also the forest pack as a whole. I hope this makes sense.
« Last Edit: 2025-04-15, 22:32:58 by davemahi »

2025-04-16, 09:38:12
Reply #12

maru

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So what we currently have:
- select all source objects, add them as a single masking channel = whole Forest is rendered as a single mask
- use CMasking_ID in instance mode = each source object + all other scene objects come with individual colors

What is missing:
- a one-click solution to render the whole Forest as a single mask
- a way to render the Forest source objects with different colors, without rendering all the other scene objects

Is that right?
Marcin Miodek | chaos-corona.com
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2025-04-16, 10:15:15
Reply #13

Frood

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What is missing:
- a one-click solution to render the whole Forest as a single mask

It is a two-click-drag-click solution now, you just have to select all source objects in the list that's popping up. I'm personally perfectly fine with this. It would still be a nice addition if the ForstestObject itself could be selected (and respected in masks) just because it would be dynamically: if changing some forest source objects you would still get the entire distribution (without having to add new source objects to a mask array).

- a way to render the Forest source objects with different colors, without rendering all the other scene objects

Could be done easily if CMasking_ID would get an object array (like CMasking_Mask) with "exclude" as default setting imho, maybe useful generally.

OK well you learn something every day :)

Then (just a hint) also be aware of the object pick option in VFB as well: If clicking on some scatter element (with that ugly green you maybe want to adjust later), you actually pick the source object of the FP scatter. And: VFB picking supports pressing SHIFT to expand your selection. It's quick and easy to create a mask for specific source objects this way.


Good Luck



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2025-04-22, 11:56:46
Reply #14

maru

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The change in Corona 12 Update 1 non-hotfix was accidental and in hotfix we reverted to the previous behavior. Currently we are not planning to change it.
If you have some feature requests, like the ones mentioned above, please always log them at https://chaoscorona.ideas.aha.io/
Marcin Miodek | chaos-corona.com
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