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Max 6 tutorial
Max 6 tutorial










If a surface's normals face away from the Forest object, you'll need to use a UV preset instead, Scattering using UVs (UV) The surface's normals should also face towards the Forest object or they'll be ignored. But the axes must remain aligned even if the geometry itself is not. Just because the axes must be aligned does not mean that the geometry itself must be perfectly flat, it can of course bend and undulate. Once this is done you can load any XY Preset from the built-in library and add the wall to the surface list as normal.Alternatively, create the Forest Object in Icon Mode and rotate it so that it is aligned correctly. To align the Forest Object correctly to the wall you can either select the Surface during creation, in which case Forest Pack inherits the rotation matrix of the surface object.You can then rotate the wall back to the correct position. The easiest way to achieve this is to rotate the wall so that it lays flat on the world's XY axes and the reset the XForm.This means that the Z axis will need to be perpendicular to the surface on which you want the green wall. Any deviation from this and you'll start to encounter issues. Forest Pack expects the local Z axis of both the surface and Forest Pack's local Z axis to be aligned. When using surfaces there's an added consideration. You can then pick any XY preset from the built-in library and you're good to go.This means all you need to do is create a new Forest object in the viewport and orientate it so that its Z axis is perpendicular to the spline. Forest Pack projects trees along its local Z axis to fill the spline area.When using a spline, you only need to worry about the orientation of the Forest Object itself, the spline's axis is not at all relevant. The easiest way to do this is with a spline.Let's start by taking a look at how to scatter of vertical planar areas, which has the advantage of retaining all of Forest Features including edge mode, spline painting and more. The built-in library includes both types, and are identified using either an XY or a UV label in the preset's name. Alternatively, for more complex surfaces, you can use UV mode to scatter on any arbitrary shape. First of all, for simple planar or mostly planar areas you can simply rotate the Forest object to align with the wall. There are two approaches to creating vertical scatters. In this tutorial we'll demonstrate how are used.

max 6 tutorial max 6 tutorial

In Forest Pack 6 we added green wall presets to the free built in library.












Max 6 tutorial