Forest Pack is the world’s most popular scattering plugin for 3ds Max®. Capable of rendering nearly limitless geometry, it provides a complete solution for creating vast areas of objects, from trees and plants to buildings, crowds, aggregates, ground cover, rocks, and more. If you can model it, Forest Pack can scatter it.
Countless studios rely on Forest Pack’s production-tested algorithms and native shaders to render scenes with virtually unlimited numbers of objects and polygons, all without putting a strain on computer resources.
Simulate natural distribution patterns and get the most out of your assets using advanced mapping and randomization tools, or fine-tune your scatters with granular control over every aspect of the plugin.
Create without restrictions using forest pack and take your renders to the next level.
A Pro License of Forest Pack Includes
Plugins compatible with 3ds Max 2012 – 2021
Native support for most popular render engines
A comprehensive library of 3D models and presets
Premium 1:1 fast-response email and forum support
Integration with many leading 3rd party libraries
What’s new in Forest Pack 7?
Whether you’re working with offline renderers or real-time engines, Forest Pack 7 remains the gold standard in scattering and scene layout for 3DS Max.
For this release we focused on significantly expanding Forest Pack 7’s versatility, starting with adding the ability to scatter nearly any type of object. For the first time ever, it is now possible to scatter lights using any of Forest Pack’s powerful distribution modes and randomization tools.
The new release also adds real-time support with a new beta exporter for Unity alongside support for Chaos Vantage and Unreal Engine via Datasmith. We’ve striven to improve feature parity between the existing supported renderers, and now Corona users can benefit from Forest Pack’s invaluable animation modes. Our API has been updated too, so expect other renderers to follow suit in the future.
A completely rewritten library browser makes using finding and using assets a pleasure. A highlight of the update is the new one-click add object option for adding the selected assets in a scene to a collection.
Talking of assets, color correcting materials when they come from different sources just got much easier thanks to new tools that allow you to quickly tweak the hue, saturation, and value of entire scatters, and even limit the affected colors based on their hue.
Other new features include an improved distribution reference mode that allows you to scatter multiple items per face, support for gbuffer render passes in V-Ray, improvements to make it easier to add scatter objects to the items list, Solo mode in the modifier panel that keeps only one rollout open at a time, items now align with the z position of a spline plus much more.
In addition to new features, Forest Pack 7 also adds new content. Two completely new libraries are included, bringing the total number to 15 collections, comprising over 430 individual presets and assets. As always, these libraries are included free of charge, in fact. buying the libraries separately would almost certainly cost several times the price of the plugin!
Despite the name, now more than ever, Forest Pack is about far more than just scattering trees and plants. Check out the video above for an illuminating overview of what’s new, or read on for 10 good reasons to download Forest Pack 7.
Scatter hundreds or thousands of lights and other non-geometric objects. Corona users can even use Forest Colour to randomise light tint and use Corona’s lightmix features to edit colour and intensity in post-production.
New beta Unity plugin
Export Forest Pack objects to Unity using a new early-access plugin that takes advantage of Unity’s Hybrid Rendering technology for efficient real-time instancing.
Supported by Unreal and Chaos Vantage
Make the jump to real-time and export scatters to Unreal Engine or Chaos Vantage in just a few clicks.
Completely Rewritten Library Browser
The library browser has been rewritten from the ground up. Add 100s of objects selected from a scene and automatically build matlibs and generate thumbnails.
Colour Correct Entire Scatters
Gone are the days of fiddling with complex multi sub-object materials, now you can color correct entire scatters from a single simplified interface.
Randomize Animation Samples in Corona
Scatter animated objects in Corona including the ability to sample and randomize animated geometry or control playback using maps.
New Tree Stumps Library
Bring your renders to life with 40 high-quality photo scanned tree stumps plus optimized presets for quickly populating large areas.
New Hedges Library
Add hedges using a new library of 89 assets. 10 species are included in five heights ranging from 0.5m to 2.5m, plus bonus topiary presets for hedges of any shape.
Improved Reference Mode
Make the most of reference mode with the ability to add multiple items per triangle, randomize their position, and filter by material ID.
Forest Colour works outside Forest Pack
Use Forest Colour to randomize maps and tint on items instantiated using Forest Tools, or even on non-Forest objects.
Create scatters more efficiently than ever before with new creation methods and faster ways to add source objects to the items list.
Navigate the interface more quickly with ‘Solo Mode’, using simplified and improved camera culling, easily optimize and modify materials and much more.
Forest Pack is fully multi-threaded and highly optimized for speed and efficiency. A typical scene can effortlessly use over 100.000 objects each with 1 million polys and render in just a few minutes.
Points-Cloud display mode faithfully previews scattered objects in the viewports as they will appear in the render. Amazingly fast, this mode allows you to move and edit items in real-time while maintaining an accurate preview of your scenes.
From the moment you pick a scatter area Forest Pack is fully parametric. With no destructive editing you make design decisions at any time, and see the results in the viewport instantly.
Recreate the limitless variation found in nature with the ability to randomize distribution, objects, transforms, animation, bitmaps, and tints. Mimic natural growth patterns using the innovative Clusters feature.
Maps Control when you need it. Drive parameters using maps and expressions or use Tree Editor mode to scatter along splines, on markers, or even edit and place individual objects.
READY TO USE
Use Forest Pack’s built-in Library Browser to select and assign plants with a single click. Over 100 models are included in Forest Pack Pro, or you can create your own presets and share them effortlessly with colleagues.
Free Library Of Over 430 Assets
Hundreds of ready-to-use high-quality models and presets including trees, shrubs, grass, green walls, mulch, gravel, flowers, rocks, leaves, hedges, stumps, and much more!
Diversity – Clusters
Real-time camera clipping
Scale and Rotation maps
Render Without Limits
Billions of Polygons
Create scenes with virtually unlimited geometry. Renders with hundreds of thousands of objects each with millions of polygons are now possible thanks to Forest Pack’s advanced geometry shaders, compatible with most popular render engines.
WYSIWYG scattering is possible with Forest Pack’s point’s-cloud display mode. Preview huge polygon counts while maintaining viewport responsiveness and avoid time spent rendering previews.
Convert to Instances
Convert Forest Pack objects to Max instances with the click of button. Ideal for sharing with users or computers without the plugin, using renderers that aren’t already natively supported, or exporting to real-time engines. For large pipelines we provide the ability to export data in an XML file.
Meshes and Proxies
Add almost any geometry and Forest Pack intelligently converts it to native render instances on the fly, so there’s no need to spend time creating proxies. If you prefer proxy objects, they’re fully supported too.
Meshes and Proxies
Scatter groups of objects and preserve their composition. Useful for clumps of flowers and grass, the contents of a group are handled as individual objects so although their position relative to one-another is retained, they can still be individually randomised.
If you’re able to output an object as a mesh, you can use it in Forest Pack. This includes parametric objects like GrowFX plants, Laubwerk Trees, RailClone styles, and even nested Forest Pack objects!
Control the exact composition of a scatter using probability values. Percentages are automatically normalised so there’s no need for tricky maths.
Include and Exclude Areas
Use Include areas to add scattered objects. Use Exclude areas to remove objects from an existing scatter. There’s no limit of the number of areas that can be combined, so you can design complex relationships and dependencies to create the perfect distribution.
Closed splines are the fastest way to define large irregularly shaped areas. Alternatively use open splines with an adjustable width to create paths, hedges, and many more linear designs. Splines are fully parametric and changes update instantly in the viewports. You have complete control, each area can be overridden to include its own distribution map, density and scatter items.
For more intuitive scattering, use Forest Pack’s advanced brush tools to paint areas on any surface using a mouse or tablet. Painted areas remain fully parametric with separate controls for distribution map, objects, and density. If you want to edit with standard spline tools, you can easily convert between paint and spline areas with the click of a button.
Scatter objects on uneven surfaces using XY mode for landscapes and terrains, or if you need to scatter geometry on all sides of an object – use the UV coordinates instead. Control the scale and density of scatters using slope angle and altitude, and randomise objects on stacked surface to quickly populate building interiors!
Forest Pack objects can be used to influence each another. Using falloff curves you can control the density and scale of a scatter around the perimeter of another Forest’s objects. For example, automatically adding fallen leaves under trees or excluding grass from under hedges are just a couple of examples in a multitude of applications.
Need to remove scattered objects from around objects? No problem, just add the geometry as an exclude area and they are removed instantly. Alternatively, invert the curves to populate objects only around the perimeter. Even huge objects are supported, the algorithm is highly optimised for high-poly geometry.
Forest Pack uses black and white maps to create distribution patterns. A white pixel creates a tree, and a black pixel a gap. Over 20 default map types are included, but you can easily create your own for any type of design.
If the built-in patterns don’t include the design you need, you can use procedural maps or images to create any distribution you want.
Simulate the growth patterns found in nature with Forest Pack’s unique Cluster mode. Group plants of the same type together with many controls for shape, noise, and edge blur.
Match Colour on Bitmap
Create your own cluster patterns by matching plants to colour found in a bitmap. This is ideal for matching planting plans provided by Landscape Architects.
Perfect Edges every time are easy with Forest Pack’s innovative Edge Mode. This feature can automatically remove elements from the scattered geometry to ensure that boundaries are crisp and clean.
Control the size and density of objects around the perimeter of a scatter area using Falloff Curves. Used in combination with include and exclude areas, it’s easy to add or subtract items around the base of other objects, including other Forest Objects!
Control scale and density using Altitude based falloff. For example due to lack of oxygen, trees often get smaller and more sparse at higher altitudes.
Control scale and density using Slope based falloff. Prevent trees growing on surfaces that are too steep to create naturalistic growth patterns on terrain
Forest Maps allows you to randomize the maps applied to scattered objects. You can choose to shuffle the maps by object or by element for maximum control and life-like variation.
Randomize From Map
Create a palette and tint colours using a texture swatch! Forest Colour can extract random values from a bitmap to allow you to easily match colours from photographs.
Add even more variety by tinting maps. Colours are selected at random from a user definable gradient and applied using one of five transfer modes and a randomizable strength parameter.
Quickly apply Forest Colour maps and apply automatic material optimisation with a single button. In some circumstances scenes can render up to seven times faster after optimisation. e circumstances scenes can render up to seven times faster after optimisation.
Use Texture on Surface
Sample the texture from a map applied to the surface area and use this to tint the overlying objects. For example, you could use aerial photography of fields to create natural colour variations in a grass scatter.
Minimise strain on your computer’s resources by limiting the scatter to the camera’s field of view! Create a fly-by with millions of trees, without wasting resources on trees that are outside the frame!
Switch the geometry and materials of scattered items based on their distance from the camera or their size in the render view to help speed up renders and manage RAM!
Distance Based Falloff
Use falloff curves to change the density and scale of a scatter based on distance from the camera! If you have multiple cameras in the scene, you can use their environment range to set a different value for each one.
By using a probability graph you can precisely control the chances of a value being selected from a given range. This is ideal if you want to randomise the transformation of objects within a few narrower bracketed values instead of across the entire range. For example, if you are scattering buildings on a town grid, you could create a probability curve to ensure they only rotate at 0, 90, 180, and 270 degrees.
Position, Rotation and Scale
Make the re-use of assets nearly impossible to detect by randomising their position, rotation and scale. Set a simple minimum and maximum value and Forest Pack takes care of the rest.
Use grayscale maps to control the position, rotation and scale of scattered objects. Alternatively use colour maps and set the XYZ parameters using RGB values for maximum control.
Probability maps allow you to control the probability of a value being selected using a grayscale map. Scatter objects in black areas of the map will not be randomised, objects in white areas will receive a value selected from the full range.
Add and Edit Individual Objects
Use Custom Edit mode to add, place or edit items manually. Fine tune an existing scatter for the perfect render, or start from scratch by placing individual objects.
Distribute evenly spaced items along splines. Objects can be set to orientate themselves to the path, retain their original rotation, or use randomised transform settings.
Position and orientate objects using markers, other objects and meshes for reference! Make sure your planting perfectly matches the architect’s plans by using their imported reference markers to precisely place objects.
Forest Pack enables you to scatter animated objects while maintaining significant memory efficiency. Any animated geometry can be used including proxies. In the default mode, the animations are all synced, but there are 3 powerful options that enable you to randomise and control playback.
Randomise the time offset of animated geometry to ensure that scattered objects are not played back identically! This is far more natural when using plants and trees with a wind animation or any other situation where you don’t want the animation of objects to play in perfect sync.
Control Using Maps
Control the play back of animated objects using maps. You have two options, either set the offset of the animation and let it play, or specify the current frame using a gray-scale map.
Library and Presets
Add a new scatter to your scene in an instant using Forest Pack’s Library Browser. You can store and load billboards, individual 3d objects or entire scatter presets in the library, all accessible with a couple of clicks!
The Forest Pack library contains many predefined styles, ready to use. Forest Pack Pro includes over 150 models and presets, with materials for VRay, Mental Ray, Scanline, Octane, Corona and Thea Render.
Integration with 3rd parties
In addition to the libraries supplied with Forest Pack, we provide catalogues for many third party suppliers including Xfrog, Evermotion and HQ Plants. With the expansions installed, the plants are immediately visible in the library and ready to use
Create and Share
Create your own libraries and easily share them with colleagues or other users. The Forest Library is fully customisable with advanced features including the ability to automatically load materials to match the current renderer and run custom Maxscripts on load or import.
Each purchase of Forest Pack Pro gives you access to a single license for creating and editing Forest Objects, the full library contents, and free unlimited render nodes. For the duration of your maintenance subscription you are also entitled to premium technical support and upgrades.
The versions released during your maintenance subscription are yours to keep forever. If you like to stay up to date with the most recent versions of Forest Pack we recommend you should stay on the maintenance plan, however there are no penalties for allowing it to lapse. If you want to skip some versions, it’s no problem and you can jump back on at any time and download the most recent software paying only for another year of maintenance.
Plugins compatible with 3ds Max 2012 – 2021
3ds Max Design 2012-2015
Supports 32bit and 64bit versions where available.
Forest Pack supports native instancing in the renderers and versions listed below
Arnold 5.1 and above is supported from 3ds Max 2018 onwards. Please make sure the MaxToA plugin is up to date. You can download the most recent version from the Solid Angle website.
Mental Ray is supported in version 2012 – 2017 only.
The minimum V-Ray version supported is 3.6. V-Ray 5 is supported.
V-Ray GPU – Forest Colour is partially supported by V-Ray GPU. Get colour from map using Random Values or As Texture on Surface is not currently supported.
Thea Render 1.3 and onwards
Corona Renderer 1 and onwards
Octane 1.x and 2.x
Redshift 2.x and onwards
Mental Ray compatibility in Max 2017 and 2018
From 3ds Max 2017 Mental Ray was an optional installation. Forest Pack for Max 2017 still has many dependencies on the Mental Ray libraries and is required by our plug-ins to operate correctly. Please make sure that Mental Ray is installed for 3DS Max 2017, even if you don’t intend to use it to avoid errors.
From 3ds Max 2018 Mental Ray is no longer included, and for technical reasons we have had to temporarily suspend support.
Billboard Library compatibility
The 2D Billboard library is only supported by Scanline, Mental Ray, and V-Ray.
To use Forest Color and Forest Edge maps with Arnold, you will need to turn on Legacy 3ds Max Map support in Render Settings->System.
Built in Library support
Not all libraries have materials available for all the renderers. To see which renderers have partial library support, please check the compatibility matrix shown below. To see which renderers are supported by each library item, please see the online library browser.
For network licenses, you will need to install the license manager on a networked PC. The license manager has the following OS requirements:
Windows 10 (32-bit and 64-bit)
Windows 8/8.1 (32-bit and 64-bit)
Windows 7 (32-bit and 64-bit)
Microsoft Windows Server:
Windows Server 2016 (64-bit)
Windows Server 2012 (64-bit)
Windows Server 2012 R2 (64-bit)
Forest Pack 7
The Items List now accepts non-geometric objects, including lights, splines and more. There are several things you need to know, depending on the render engine you use.
V-Ray & Arnold. It’s not possible to animate or change the distribution. Items are scattered as in frame 0.
Corona Renderer & Octane. fully supported, no limitations.
Other engines may be supported in the future.
A ‘Non Geometric Object’ option has been added to the Geometry rollout. When enabled, the object is handled as a non-geometric object. Forest will try to instance it keeping the original format, instead getting a mesh. (For many objects this is not necessary and Forest will detect the correct format automatically).
New colour correction tools allow the user to adjust Hue Shift, Saturation and Brightness for all “Forest Color” textures used by the object.
The effects can be disabled for specific textures by turning off Apply Color Correction in a Forest Colour map.
Several new Libraries are available as follows:
New Hedge Library of 89 presets. Two types are available, linear presets that distribute hedges along a spline, and Topiary presets that use a surface to create bushes of any shape.
New Stumps Library of 40 photoscanned assets. Optimised presets are also included for scattering over large areas.
The3DGarden samples are now integrated into Forest Pack, creating a free and growing collection of high-quality plants.
Animation modes are now supported in Corona.
Scattering over animated UV Surfaces is improved to generate a more consistent result during the animation.
Supported by Unreal Datasmith.
Supported by Project Lavina.
Unity compatible, export through new Forest Tools options and import to Unity (using a new experimental plugin package available by clicking here.)
Reference mode has been improved with the following features:
Multiple Items per face.
The ability to randomise each items position on the marker.
The ability to filter markers by material ID.
The ability to select multiple references from a scene using Max’s pin stack option.
Added General->Settings->Use Single Rollout.
When enabled, a single Forest rollout is open at time. Opening one rollout collapses the others.
For 3DS Max 2017 and earlier, this feature works only clicking the rollout title, not using the contextual rollouts menu.
The Creation window has been simplified and improved:
Default with/height for billboards is removed.
Custom Edit mode is removed. To create a FP object in Custom Edit mode, create as icon and next open the “Tree Editor” rollout as usual.
The Geometry List can be populated from scene selection (first select objects in the scene, next create Forest object). If there are items selected both in a library and the scene, the library has priority.
Two new ways to add items to the geometry list based on a scene selection.
When creating a new Forest Object:
Select items from the scene.
Go to the Create panel and click to create a Forest Object.
Ensure ‘Populate From Selection’ is checked.
Create a Forest Object as normal.
Using Pin Stack:
Click the “Pin Stack” icon below the Modifier panel.
Select objects from the scene.
Click the Geometry->Add button.
Reselect the Forest object.
Turn off Pin Stack.
Default mode for Geometry List changed to “Custom Object”. Also, the Pick button is enabled automatically when a new item is added.
Camera rollout is reorganized and simplified.
The ‘Camera’ parameter is removed. Now Camera data is fetched automatically from the active view/render, in a much more reliable way.
To improve viewport performance, Camera features are disabled on viewport by default. You must turn on the “Enable on Viewport” checkbox.
Fixed issues with Batch render when rendering from different cameras.
“Use Environment Range” option is removed for LOD/Falloff.
The library Browser has been rewritten from the ground up to make it easier to develop new features in the future. This initial release adds the following improvements.
New process to import objects/presets to the Library:
Library Items are created from scene selection.
Material Library and Max scene is generated automatically.
Assets can be collected to a maps folder.
Added toolbar option to open Library Browser.
Improved search that finds matching items across all libraries and includes.
New options added Library Browser→Settings:
‘Add maps to 3DS Max texture paths’. When enabled, Forest scans recursively all Library paths, searching ‘maps’ folders, and adding them to 3DS Max User’s paths. (this is the same option ‘collectTexturePaths’ defined in forestpack.ini).
‘Exclude Network paths’. If enabled, network paths are excluded the scan maps process.
Both options are enabled by default.
Forest Color works on items instantiated by Forest Tools., to use it.
Forest Color->Override must be on.
Tint/Map works by Item only. Element mode is not supported.
V-Ray GPU is not supported.
Forest Color can even be used on non-Forest objects, with the same restrictions as items instantiated by Forest Tools.
Supports GBUFFER – object ID in V-Ray.
Added support for ‘Instance ID’ when using VRayUVWRandomizer and VRayMultiSubTex with Forest Pack.
Improved randomness for other Distribution modes than “Image”. Previous versions would create visible patterns.
To keep the distribution of existing scenes, this is applied only to new FP objects.
If you want to “upgrade” your FP object so it works as created with FP7, select it and run from Maxscript: $.trees.resetCreatedVersion()
V-Ray now uses the materials assigned to each Custom Object, instead of the Automaterial.
When there’s no surface applied, items are now aligned with the height of their spline.area. In previous versions the topmost spline area would be used.
Added optimization for Interactive Rendering (Corona and V-Ray), when using Viewport->Mesh mode.
Now proxies and non-geometric objects are rendered using the V-Ray instancing engine (similar to VRayInstancer), instead of iToo functions.
For other animation modes than ‘Disabled’ and ‘Follow Animation’, the old method is still used due to limitations of the VRayInstancer mode.
Added TForestIntance::tintUVW to the Forest API.
Updated the Material Optimiser tool.
Added support for Corona.
Added speed improvements when many items share the same material.
Added WIP support for adding Forest Colour maps to translucency inputs.
The .ini file now is saved in userscripts folder instead of program files so no admin rights are needed.
Added support for picking multiple items from the Quad menu > Select tools.
Hold down Control to select multiple items.
Right-click on the Select button to select all.
Added Font selector to General->Settings. It affects only to custom Forest dialogs (as Library Browser, Effects, etc.).
Improved UI responsiveness adding or updating multiple items of Geometry List.
Added support for TyFlow in Distribution->Particle Flow mode.
In order to use it, you must turn on “Interfaces->Enable Particle Interace” in the TyFlow object.
Fixed bug in Collisions Checking using geometries with different X/Y aspect ratio.
To keep distributions on existing scenes, the fix is applied only to new created objects.
If you want to “upgrade” your FP object, so it works as created with FP7, select it and run from Maxscript: $.trees.resetCreatedVersion().
Updated UI performance for Geometry->Normalize/Randomize operations.
Changed behaviour of ‘Object ID’ in V-Ray, to keep compatibility with previous versions:
The ID of the Forest object is used when is greater than zero. If not, the ID of the source Geometry.
Updated Qt style to match better with 3DS Max style.
Nested Forest objects in Corona no longer require ‘Meshes’ mode.
Macros can now be used on all attributes of Library Items (such as object names).
Motion blur now works again with distributions driven by particle systems.
Fixed inconsistent distribution using exclusion of other Forest objects due to multithreading.
Switching between Paint Areas no longer disables the paint button if it was enabled.
Distribution Maps path is always added to External Files->User Paths, even if the user selects ‘No’ to the Paths configuration dialog.
Adjusted default Distribution Units to 1×1 meter.
Links to the documentation are now included for license error dialogs.
Data dependent on UV coordinates is now preserved when switching to Custom Edit mode.
V-Ray motion blur is now applied to non-animated Forest objects when Custom Object is used in other animated FP Objects.
Added workaround to avoid Mental Ray missing DLL errors loading Library items, or loading scenes which uses Forest presets. (only for Max 2017 and above).
“lookat” parameter is renamed to “lookattarget” to avoid conflicts in Maxscript with the “lookat” controller.
Fixed crash using Animation modes with interactive render modes.
Added optimisation for Interactive Rendering (Corona and V-Ray), when using Viewport->Mesh mode.
Fixed crash using Forest Color/Forest with Arnold + Active Shade.
Currently Color/Edge is not supported with Active Shade in Arnold. This fix just avoids crashing.
Fixed wrong scale instantiating with Forest Tools when Display mode is set to Proxy.
Fixed issues with Distribution Path/Particle modes and grouped geometry.
License is released inmediately after closing Max, as well as at File->Reset/New events.
Fixed Library Browser->Edit Item->Material/Object selector doesn’t work when filename uses macros.
Fixed updating issues with V-Ray interactive render mode.
Fixed: License configuration is not loaded from enviroment variables.
Fixed crash creating Forest object when there is not a license.
Fixed bug checking texture paths using normal slashes, instead backslashes.
Fixed: Distribution by Reference displays on viewport less items than intended, when using large meshes and Material ID filter.
Fixed crash opening “Library Browser->Import Billboards” with an item selected.
Fixed: V-Ray Selection Mask has no effect with selected Forest objects.
Forest Pack 6.3.1
Added support for V-Ray 5.
Forest Pack 6.3
Added support for 3DS Max 2021.
Forest Pack 6.2.1
Added support for V-Ray 3.7.
Distribution->Reference by Node->Pivot copies the G-Buffer ID of the reference node in Forest Effects->fpItem.userID
* Note: because a Max limitation, Forest object is not updated when ID changes. You must rebuild manually from Display->Build->Update.
Fixed crashing bug with Mental Ray.
Fixed: fpItem.tintMult is cast to integer when modified in Forest Effects.
Fixed: the process to collect all “maps” folders and add them to Customize->External Files is broken.
Fixed crash with Paint areas and huge coordinate values (i.e. using millimeters with large surfaces).
Forest Pack 6.1.5
Added compatibility with V-Ray Next Update 1.
Improved stability with V-Ray IPR and added several improvement, including:
Added support for Viewport IPR mode.
Items now can be edited on Custom Edit mode while using V-Ray IPR.
Forest Color’s randomise by Element mode now works during IPR mode even when Display mode is set to Proxy.
Fixed a crash that occurred when hiding or isolating objects during a V-Ray IPR render.
When rendering using IPR mode in Corona, Forest Pack objects no longer disappear in the viewports.
Network Licenses are now released on New File and Reset events in Max.
Improved scattering performance and memory usage with small/medium distributions.
Improved performance when loading objects with high material ID values.
“LibraryDir” and “EffectsDir” can now be defined using environment variables.
Removed support for 3DS Max 2012. Forest Pack 6.1.5 is compatible with Max 2013 to 2019.
Fixed the alignment of the first item on closed splines when using Distribution by Path mode.
Fixed Distribution by Path using spacing zero generates the maximum number of items defined on Display limits.
Fixed an issue where animated Effects parameters were not updating correctly.
Fixed an error that occurred when configuration is defined by environment variables, but the HKCU registry branch doesn’t exist.
Fixed performance issue loading objects with high material ID values.
Fixed a crash that occurred when adding items in Custom Edit when Geometry List is empty.
Fixed a bug computing the hierarchy of Elements in Custom Objects (used for Forest Color/Edge Mode).
Forest Pack 6.1.2
With Distribution->Path, Reference and Particle modes, it’s possible to assign a Surface keeping the item’s Z position.
To do it, turn off “Non Image modes->Link to Surface” in the Surface rollup.
This mode is useful to use the “Color by Texture” mode of Forest Color.
Fixed: Items are not oriented correctly when using Distribution->PFlow->Align.
Fixed errors in Lister when there are duplicated object names.
Distribution->Path Distance is set by default to 1 meter, regardless of the scene’s unit.
“Surface->Custom Edit->Link to Surface” has been renamed to “Non Image->Link to Surface”, since this parameter is used both in Custom Edit and Non-Image Distribution modes.
Fixed: “Color by Texture” doesn’t work in Custom Edit mode if “Surface->Link to Surface” is off.
Fixed crash using Forest as a XRef Object.
Fixed missing items when rendering Particle Flow distributions.
Tree Editor is renamed to Items Editor in Settings dialog.
Fixed slowdown evaluating heavy models with displacement maps (as Maxtree models).
Forest Pack 6.1.1
Fixed bug in Collisions checking.
Fixed rare bug which causes a continuous updating of the FP object, when using animated splines and the time slider is not zero.
Fixed crash when applying a UVW Map modifier to the spline in Distribution->Path mode.
Fixed: multiple selection is lost after changing any parameter in the rollup.
Fixed: Density->Y Pixels is not greyed out when Lock Aspect ratio is checked.
Fixed updating issue when switching between Paint Areas and painter is enabled.
Forest Pack 6.1.0
iToo Toolbars (both Forest and RailClone) can be disabled adding the following registry key:
In this Tips and Tricks episode we’ll look at how to use Forest Pack’s animation tools to re-seed other parametric modelling plugins, like GrowFX, to create tree and plant variations without having to store and maintain many source objects in your scene.
iToo software's Forest Pack isn't just for foliage. This tutorials shows how Forest pack can be used to randomly populate large building floors with people and furniture of all kinds. And how Railclone can be used to create floor plates.
Need to add some trees and plants to your scene quickly and easily? If you’re short on time, budget or knowledge about adding trees to your animation, 3D scene or your still imagery, here are several options to help you get started with adding some arboreal goodness to your work, without having to wait for Spring!
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