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Jason Stewart

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  1. Let me make sure I am understanding fully. Step 1 is a noise modifier just to give some slight variation in height. Step 2 displacement mod to match gravel texture? Step three, scatter some geometry to add some more randomness. Seems to create a very realistic or at least convincing look in your rendering. I think one of my problems was that I was using displacement in my material so as the gravel got further from the camera the displacement started to fall off and looked oddly flat. Didn't help that it was a gravel parking strip that was directly under my camera, ultimately we decided to use artistic license for the image and added more planting to replace the gravel...Problem solved haha. Have you tried using max's default scatter in compound objects? It works well for simple stuff just doesn't have all the options of the 3rd party scatter plugins. Since the gravel area is already a separate object it should work ok. Where multiscatter is helpful for me is scattering grass proxies and stuff like that since I can just use a spline as a boundary without having to split my ground mesh into separate chunks.
  2. Yea, I have multiscatter and I think it works quite similar to forest pro. The issue I am imagining with scattering something like gravel is that, at least in multiscatter, you can't seem to do multiple layers to get some depth built up. I have tried just bumps and displacement maps but it never turns out that convincing. I will have to try subdividing a lot to try to get some depth next time I have to do some. I guess another option would be to use a particle system to "fill" the area but that will be time consuming it seems. Thanks for the suggestions!
  3. Thanks! Yew i have seen most of the free stuff on Viscorbel.com but haven't committed to paying for any of their tutorials yet. It has been a transition from MR to Vray for me but I seem to get better results with less effort and best of all no shading issue that really were challenging for me in Mental Ray. Actually most of the building is straight from Revit (we draw everything in Revit anyways) and then I clean it up in Max and add little detail that isn't practical in Revit add materials and site components and render away. I did the barrel tile roof in the 2nd one manually, then I discovered Atiles (http://www.avizstudio.com/tools/atiles/). I am using the free version and it has all the features I need specifically you can use instanced geometry and it can apply random materials IDs by element so it works quite well (would be even better with vertex colors but I didn't see that in there). You can also use a spline to make holes/cuts in a section for more complicated roofs, this is helpful because when they are generated you can only really use 4 points to create the shape but we all know that is probably not that likely on more complicated structures.
  4. Hey everyone, been using GrowFX for a while and figured it is finally time to post up some of my work. I have recently switched over to Vray, while I like it a lot better than MentalRay I am still working on my materials...Getting there though.
  5. Wow, great looking render! Off topic I know but what did you use for the gravel? Scattered geometry? I have had a hard time in the past getting good looking gravel, yours looks great! Nice work on the plants too, I find that currently plants creation takes about 1/2 the total time for a render or more. Slowly my library is building up and over time hopefully I will have most of what I need.
  6. Sorry guys, I kept meaning to come back haha. Yea, turns out it was my fault. I redid my leaves mesh and forgot to turn vetex color on, I havent had a chance to work on it after that (too busy with other stuff).
  7. I am baking some textures off some objects I have created in GrowFX, in order to bake them I need to add a Edit Mesh modifier or convert to Editable Mesh (or else I cant select them with my projection modifier object). When I do this it seems that the vertex color is lost, is there something I am missing or is this a limitation? Thanks, Jason
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