We are pleased to announce that the si-community board has been upgraded to phpBB version 3.2.1! Let us know what you think , report bugs , and find out what has been improved in this thread
Click the "X" in the upper right corner to close this announcement

Announcing Forester a new plugin from 3DQUAKERS

New plugins, tools etc.
User avatar
SquirrelSa
Posts: 53
Joined: 25 Oct 2010, 09:44
Location: South Africa

Re: Announcing Forester a new plugin from 3DQUAKERS

Post by SquirrelSa » 17 Mar 2014, 12:31

Been following your walk-throughs and all I can say is - AMAZING work. This release will be an amazing tool for softimage - Genius and keep it up! Can't wait to purchase this one.
Creativity can be whatever the mind of man can conceive
http://ryananimation.prosite.com

https://vimeo.com/ryananimation

Kzin
Posts: 432
Joined: 09 Jun 2009, 11:36

Re: Announcing Forester a new plugin from 3DQUAKERS

Post by Kzin » 17 Mar 2014, 15:42

great features.
i like the wavy option for the tree leaves and the buldge for flowers. a question, is it possible to use instance nodes as geometry input for the leaves? actually ist always geometry.

3DQUAKERS
Posts: 30
Joined: 27 Feb 2014, 07:52

Re: Announcing Forester a new plugin from 3DQUAKERS

Post by 3DQUAKERS » 17 Mar 2014, 16:13

That's a good idea Kzin. I will implement it before release.
Charbel Koueik
http://3dquakers.com
3D Training and Development

User avatar
FXDude
Posts: 814
Joined: 19 Jun 2012, 21:59

Re: Announcing Forester a new plugin from 3DQUAKERS

Post by FXDude » 17 Mar 2014, 16:37

Truly amazing!! easy Procedural tree generation! :ymapplause: :ymdaydream:

3DQUAKERS
Posts: 30
Joined: 27 Feb 2014, 07:52

Forester plugin from 3DQUAKERS Released!

Post by 3DQUAKERS » 24 Mar 2014, 07:56

I am glad to announce the release of the Forester plugin for Softimage. Please check http://3dquakers.com for the release details.

Charbel Koueik
http://3dquakers.com
3D Training and Development

User avatar
SquirrelSa
Posts: 53
Joined: 25 Oct 2010, 09:44
Location: South Africa

Re: Announcing Forester a new plugin from 3DQUAKERS

Post by SquirrelSa » 24 Mar 2014, 11:03

Great work . . . I'll definitely be adding this to my pipeline.
Creativity can be whatever the mind of man can conceive
http://ryananimation.prosite.com

https://vimeo.com/ryananimation

User avatar
mattmos
Posts: 397
Joined: 02 Dec 2009, 17:59

Re: Announcing Forester a new plugin from 3DQUAKERS

Post by mattmos » 24 Mar 2014, 12:13

I'll definitely be purchasing as well, awesome job. The simulation side of things makes it really attractive, I've put together grass and tree compounds before but always struggled with controllable, reliable simulation.

3DQUAKERS
Posts: 30
Joined: 27 Feb 2014, 07:52

Re: Announcing Forester a new plugin from 3DQUAKERS

Post by 3DQUAKERS » 24 Mar 2014, 18:39

A quick message to say that Redshift is also supported.
Charbel Koueik
http://3dquakers.com
3D Training and Development

jamination
Posts: 149
Joined: 10 Jul 2009, 21:58

Re: Announcing Forester a new plugin from 3DQUAKERS

Post by jamination » 25 Mar 2014, 03:22

3DQUAKERS wrote:A quick message to say that Redshift is also supported.
I would get this today, but looking over the licening, it looks like I need to invest in usb thingamabob.
Phil Harbath
Jamination Productions

User avatar
Rork
Posts: 1212
Joined: 09 Jul 2009, 08:59
Location: Close to The Hague, Netherlands
Contact:

Re: Announcing Forester a new plugin from 3DQUAKERS

Post by Rork » 25 Mar 2014, 14:01

Very cool, and nicely priced. I hope you do proper business with this.

Just an off question to anyone who can answer this: Is/would there be a way to make this into a geo model after setting it up in ICE?
There's a Mootzoid tool that can convert particles into geometry, but I'm not sure if this would apply here.

cheers,

Rob
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ

User avatar
mattmos
Posts: 397
Joined: 02 Dec 2009, 17:59

Re: Announcing Forester a new plugin from 3DQUAKERS

Post by mattmos » 25 Mar 2014, 14:07

It is already geo Rob, just need to freeze the modelling icetree off (and bake out the animation beforehand if necessary.)

User avatar
Rork
Posts: 1212
Joined: 09 Jul 2009, 08:59
Location: Close to The Hague, Netherlands
Contact:

Re: Announcing Forester a new plugin from 3DQUAKERS

Post by Rork » 25 Mar 2014, 14:22

Ah... sorry. Missed that one :-)

Even better! It's quite handy to make an .ass file out of the result. Instant renders! :-)

thanks Matt!

rob
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ

sant0s
Posts: 239
Joined: 05 Sep 2011, 22:57
Location: Agua de Madeiros

Re: Announcing Forester a new plugin from 3DQUAKERS

Post by sant0s » 27 Mar 2014, 14:10

Thats a fantastic combo of tools.
just fighting trough the paypal stuff :)
ty!

User avatar
mattmos
Posts: 397
Joined: 02 Dec 2009, 17:59

Re: Announcing Forester a new plugin from 3DQUAKERS

Post by mattmos » 29 Jul 2014, 11:11

I'm wondering if its possible to remodel the base tree by hand before adding leaves at all? I need some more granular artistic control over exact placement of branches, but don't need any simulation or growth for this, just a static tree.

3DQUAKERS
Posts: 30
Joined: 27 Feb 2014, 07:52

Re: Announcing Forester a new plugin from 3DQUAKERS

Post by 3DQUAKERS » 30 Jul 2014, 16:23

Yes Matt it is possible, following these steps:

1. Prepare the leaf emitting branches as a separate object, called for example "leaf emitter", and give it an ICE tree.
2. The ICE tree should have the following ports:
a. self.__leafPoints
b. self.__staticLeafPoints
c. self.__leafSize
d. self.__branchSegs

The points positions of the "leaf emitter" should be converted into an array using BUILD ARRAY FROM SET and fed into self.__leafPoints and self.__staticLeafPoints
self.__leafSize should be given a value of 1
self.__branchSegs should be increased to something like 10

Now create a "Frs_Tree_Leaves" compound and make sure that Apply To External Tree is Checked
Feed the "leaf emitter" under External Tree Name

Now the "leaf emitter" should be emitting the leaves.
Charbel Koueik
http://3dquakers.com
3D Training and Development

User avatar
mattmos
Posts: 397
Joined: 02 Dec 2009, 17:59

Re: Announcing Forester a new plugin from 3DQUAKERS

Post by mattmos » 30 Jul 2014, 17:15

Great, thanks very much Charbel, that will be a big help.

Second question (hope you don't mind!) - is there a way to space out the branch distribution on the trunk so that we have less branches towards the top - think christmas tree where the distribution gradually thins out. Yup, christmas in july ;)

And third, sorry, is there a way to control the length of the branches further up the trunk? Trying out a few different things but can't figure these out yet.

Post Reply

Who is online

Users browsing this forum: No registered users and 2 guests