Forest Pack 7 released
iToo Software has announced the release of Forest Pack 7, the latest version of its scattering plugin for 3ds Max.
Headline features include the ability to scatter nearly any type of object including lights; a new simplified interface that allows the user to colour correct every asset in a scatter from a single location; and the ability to randomise animated objects in Corona or offset and control the playback using maps. This last feature has been included in Forest Pack’s API meaning that other renderers that support Forest Pack (such as Octane and FStorm) can also add support.
Forest Pack 7 also aims to fit in with emerging real-time workflows, including a new plugin for Unity that will import files created using a Forest Tools utility. In addition, Forest Pack is supported by Chaos Vantage simply by saving as a .vrscene, and Unreal Engine via Datasmith.
The library browser has been rewritten from the ground up to make it much easier to add new features in the future. For this release, there are new management tools that allow the user to add objects selected from the scene in just a couple of clicks. This new tool then collects the necessary dependencies, builds a material library and generate thumbnails automatically.
In addition to a new library browser, there’s also new content bundled with this release. Two completely new libraries are included, a collection of 40 photoscanned tree stumps plus optimised presets for large areas, and a new cut hedges library with 89 preset in a variety of heights. There are also hedge presets that can be applied to the surface of a mesh to create topiary effects.
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.
To see a full list of what’s new, visit the iToo Software’s blog.
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Realy a great software… this together with Railclone and Vray or Corona in Blender… Would ease the pain to switch over to Blender
Vray won’t reach Blender, neither Corona will do.
Despite the big amount of users wanting both of these engines within Blender, neither of those will reach Blender.
There are no technical reasons, that was demonstrated by RenderMan for example, which will work in addon form without any kind of custom build.
There are also no licensing reasons, and that was demonstrated by RedShift with it’s Blender integration as addon too.
I’m not sure if there are Autodesk reasons, maybe because of business interests, but I cannot assure that, specially because Chaos is not a company that usually acts with that kind of pressure I think.
So the reasons are only and belong only to Chaos Group, why? I have no idea, Blender is getting more and more users, and having those two render engines could be great for many users, but that’s up to Chaos to decide.
Here is the tweet with the Chaos Answer to what I asked about, the cancellation of Vray for Blender.
https://twitter.com/ChaosGroup/status/1369071323100680196
Here is also the dead forum thread about Vray for Blender 2.8:
https://forums.chaosgroup.com/forum/v-ray-for-blender-forums/v-ray-for-blender-general/1044525-vray-for-blender-2-8-when
A pity, but a true it seems, I wish I’m wrong.
We don’t use Vray or Corona, but I know many users want to change to Blender, but they want to keep one of these render engines, so bad for Blender, but also bad for them, because some will just abandon those engines, a pity.
Few months back Vlado showed a sneak peak screenshots for the new VRay for blender. It’s coming, but it needs time.
As for the Corona Renderer, Ondra stated that the GPL License was the issue why they are avoiding Blender, as they don’t want to use workarounds that could affect the renderer performance and make it limited and harder than what it should be.
My personal opinion is that they will eventually get into it to have a piece if the cake and benefits from the Blender hype.
Yes, I’m aware about those new from a few month ago.
What I’m telling you is new news, from a recent conversation with an undisclosed source of information (I won’t undisclose it I mean XD ) that have inside info, and also it’s supported by the tweet Chaos answered me, the one I linked.
Regarding Corona, yes, Ondra stated that, but that’s not real, RedShift has no problem with the GPL, RenderMan has no problem with the GPL, Octane has no problem with the GPL, and even Vray “had” no problem with the GPL during a lot of years before 2.8.
The reasoning given publicly is one, but it’s not sustained by facts, so there are two possible situations here, neither of the two are to be critisised IMHO, they can do whatever they want.
1.- They don’t understand the GPL, something I don’t believe because they have lawyers that can clarify points and give them safety in the same way done by RedShift, Octane or RenderMan
2.- There is no real will to support Blender officially and they prefer that someone in the community does the work “for free”, they will “support” that person by giving them guidance and answering questions, but they won’t put a single penny of the inside resources to officially support Blender.
As I said it’s their choice and I think there is nothing wrong with the choice they do, if they don’t want to support Blender it’s perfectly fine, I just find it a pity for the amount of users that want to shift to Blender but also want to keep their preferred render engine.
That situation will make some users to stay as they are right now, and others to abandon the render engine, so I’m not sure what’s to win for them in this situation because in both cases they loose users, IMHO a pity.
Great release. Wouldn’t be surprised if they coalesced into 1 tool that has both RC and FP functionality, since they seem to have more and more overlap.
Great update!
ForestPack is hand down the Best scattering tool in the market.
I’m glad to see them push it even further.