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That's right. As also Barbuit and others said, converting instances into real geometry is not a good idea: you will end up with a monster geometry count and file size, probably unusable. You can indeed redistribute assets as Scene Subset: I've done that quite many times and never had issues. Of course, when redistributing assets it's your responsibility to check the copyright of 3rd party library objects used, and eventually ask authorization.
Allo
I just instal the Foliage maker with itys sn and content prop.I did a test with a cube ok But how to choose the props from the content props foliage because i always have the same foliage and how to mix Foliage maker bark o1 with for example foliage maker 07 , Another thing io see the pdf doc but i cannt see inside the plugin where are these setting
Thanks
A quick experiment
Hello. You can change leaves textures after creating the foliage. Select the node "FM_leaves", then go to Surfaces and select the material "FM_leaves"; go to Content Library, where all the FoliageMaker leaves materials are and just apply the one you like.
If you want to mix leaves textures you will have to create multiple FM foliages, and assign a different leaf texture to each.
Cool!
It does not crash. I can run it again. I think it might have to do with the item I am trying to build foliage on being large ( A large tree with a big trunk) and the starting position being too far from the actual geometry of the item. If I do custom and move that custom marker close to the edge of the geometry, it sometimes works properly.
Thanks for the info about the dedicated log. I'll look there next time I have a problem.
Oh! you gave me an idea.
When using large props (for now, until I account for those in next update), a quick fix is scaling the object say at 50% (or 25% if it's really large), run FoliageMaker and when it's done rescale the object to 100%. That works pretty well.
Here's my silly tree, with lacy balls on the top and several different colored leaf vines on the bottom.
This is the tree that I had the problems with (getting the log errors) when doing the vines on the trunk. Another frustration was that I had to scale the tree to 50% or smaller to get any foliage at all. I understand that issue is on your list for update.
I have a couple other wishes, if you would consider them:
Suggestions?
I was typing my silly tree message when you posted this, so I didn't see it until later. Yes, I had to scale it down to get any foliage. Even at 50% I had the error message problem until I moved the custom start marker to the edge of the tree geometry. The tree trunk is hollow, so my theory is that the start point in the center of the trunk was too far from actual geometry. What do you think of that theory?
If the geometry has a hole (like it seems in your tree), setting the growth root where the cavity is might lead to inconsistent results because the branches might not be able to reach any point and even if they do, they might still fail if they don't find any adjacent polygon (because of the cavity). So in this case the best approach is to set the root just on the side/bottom of the bark, so that branches have consistent geometry to grasp on. Of course this is the initial release so I will refind the algorithm further and try to make it more "intelligent".
Yes I agree with that, some randomness would help. I'll add it to the list.
Mmmmhhhh no actually even if you scale down the object, if the surface distance is set to 1 the branches should still be quite tight to it. Can you replicate the issue?
It's now working, thanks to Alessandro
You're welcome
Why is it impossibly slow to delete the FM instances after saving a scene and reopening it? After many minutes, I gave up and killed DS with the Task Manager. I believe Llola Lane mentioned not being able to delete them either. During the session that builds the instances, they can all be deleted easily and quickly. After saving and reopening, it no longer works. Do you know why? I am running DS 4.21.1.80 Public Build.
Edit to add: I can use UltraScatter to scatter 4000 planes on another plane, save the scene, close DS, Open DS, Open the scene, and delete all 4000 instances instantly. They are created as instance groups. FM instances appear as individual instances in the reopened scene. It an instance group vs. individual instances the difference?
i don't know, it's something I should probably ask Daz, but I'm not sure if I will get a reply. However, you should be able to delete the group containing all the instances, or not?
I edited my message while you were replying. I commented that I can delete UltraScatter instances instantly. No, I cannot delete the group containing 1000 MF instances. The computer just hangs for minutes - longer than I am willing to wait. I don't know if it would ever actually finish deleting or how long that would take. Do you not see the same problem?
I waited over 20minutes for mine to delete and they never did... I finally ended up forcing Daz to close... Instances just don't go away... LOL... They are there to haunt me... ooooo
I don't have enough information to understand why that happens but I will investigate that.
I built foliage on a vertical plane with a primitive cube as my instance object. Right after building, I can delete the "FoliageMaker on Plane" from the Scene pane instantly. If I save the scene and reopen the scene, when I try to delete "FoliageMaker on Plane", the Daz Studio becomes unresponsive. I have attached the scene file. See if you can open it and delete the foliage.
Instead of deleting, can you do a File - New? That might be quicker.
The only thing I can think of is when deleting, it gets recorded in memory in case you want to do an Undo. HowieFarke's instances are probably optimized, but in the past it has taken a bit to delete a USC group.
Maybe saving the FM instances as an instance group, instead of a group of instances, would make a difference. An "instance group" is a single object. It is not the same as a regular group of individual instances objects.
I've tried it, took about 10 seconds to load and 6 seconds to delete. Did it twice to make sure.
Thanks for testing. Are you running the same DS version that I am running = DS 4.21.1.80? I have 32 GB RAM on Windows 10. How about you?
I don't want to do File/New, because I want to retain most of my scene and just delete the foliage.
I understood why it happens. It's because I omitted "physically" adding instances to the scene. Doing that makes instance generation very fast, but the cons are that they misbehave when the user wants to make them visible or delete them. The procedure hangs because probably Studio is looking for data reference and waits and waits there. I wish there was more support for the SDK because investigating things like these it's nuts. Anyway, I will add that line of code in next update. As I said, instance generation will be slower but at least they will behave as expected (and I checked that they can be made visible and deleted safely).
Yes, and the same specs and OS.
I only suggested the File - New to test if it was quicker.
Thank you.
Thank you for investigating and finding the solution. This one is pretty critical, I think.
I tried to grow foliage on a horizontal plane. I always got this message: "No points generated. Try with a different geometry, with more resolution." So I kept creating a new plane with more resolution (divisions). It never worked, and that is a dense resolution plane in the screenshot. Does the surface to grow on have to have vertical height?