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Re: Announcing Forester a new plugin from 3DQUAKERS

Posted: 17 Mar 2014, 11:31
by SquirrelSa
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.

Re: Announcing Forester a new plugin from 3DQUAKERS

Posted: 17 Mar 2014, 14:42
by Kzin
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.

Re: Announcing Forester a new plugin from 3DQUAKERS

Posted: 17 Mar 2014, 15:13
by 3DQUAKERS
That's a good idea Kzin. I will implement it before release.

Re: Announcing Forester a new plugin from 3DQUAKERS

Posted: 17 Mar 2014, 15:37
by FXDude
Truly amazing!! easy Procedural tree generation! :ymapplause: :ymdaydream:

Forester plugin from 3DQUAKERS Released!

Posted: 24 Mar 2014, 06:56
by 3DQUAKERS
I am glad to announce the release of the Forester plugin for Softimage. Please check http://3dquakers.com for the release details.


Re: Announcing Forester a new plugin from 3DQUAKERS

Posted: 24 Mar 2014, 10:03
by SquirrelSa
Great work . . . I'll definitely be adding this to my pipeline.

Re: Announcing Forester a new plugin from 3DQUAKERS

Posted: 24 Mar 2014, 11:13
by mattmos
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.

Re: Announcing Forester a new plugin from 3DQUAKERS

Posted: 24 Mar 2014, 17:39
by 3DQUAKERS
A quick message to say that Redshift is also supported.

Re: Announcing Forester a new plugin from 3DQUAKERS

Posted: 25 Mar 2014, 02:22
by jamination
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.

Re: Announcing Forester a new plugin from 3DQUAKERS

Posted: 25 Mar 2014, 13:01
by Rork
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

Re: Announcing Forester a new plugin from 3DQUAKERS

Posted: 25 Mar 2014, 13:07
by mattmos
It is already geo Rob, just need to freeze the modelling icetree off (and bake out the animation beforehand if necessary.)

Re: Announcing Forester a new plugin from 3DQUAKERS

Posted: 25 Mar 2014, 13:22
by Rork
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

Re: Announcing Forester a new plugin from 3DQUAKERS

Posted: 27 Mar 2014, 13:10
by sant0s
Thats a fantastic combo of tools.
just fighting trough the paypal stuff :)
ty!

Re: Announcing Forester a new plugin from 3DQUAKERS

Posted: 29 Jul 2014, 11:11
by mattmos
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.

Re: Announcing Forester a new plugin from 3DQUAKERS

Posted: 30 Jul 2014, 16:23
by 3DQUAKERS
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.

Re: Announcing Forester a new plugin from 3DQUAKERS

Posted: 30 Jul 2014, 17:15
by mattmos
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.