Forester For Softimage
Forester is a procedural creation addon that renders the creation of natural elements like trees, forests, grass and flowers a breeze! With its procedural approach, Forester generates the geometry using ICE, making the creation and editing of elements very straightforward.
Forester is not aimed at technical directors, but at artists. No ICE knowledge is required. In fact, Forester will add all the connections automatically, so the user would only have to change the element parameters.
Forester elements come with lots of parameters to render the customization process very fast and intuitive. Almost all geometry come with built-in UVs, called Space UVs, that fit perfectly over the geometry, and render exactly the same way in Mental Ray and Arnold.
Following is a brief summary of the main features that each one of these elements provides. For a more detailed explanation, please visit the video documentation page for Forester for Softimage. On that page, you will find an in-depth video detailing every parameter inside Forester.
Forester for Softimage Feature Overview
Forester for Softimage is a procedural natural element creation plugin for Autodesk Softimage that generates natural objects like trees, grass and even whole forests! Forester for Softimage comes bundled with the following features:
Forester for Softimage can generate 3 types of trees, namely Broadleaf, Conifers and Palms. Each comes with multiple customization options to allow for maximum versatility
Forester can generate multitudes of polygonal trees over selected geometry. All the trees are unique and bear different randomization attributes
Strand Grass Generator
Simple grass fields can be created with ease using this generator, which instantly generates strand grass blades over selected geometry
Procedural Grass Generator
The procedural grass generator generates a grass field by scattering a procedural grass patch over selected geometry
The leaf primitive is a procedural object that generates a leaf object which can be customized for later use as an instance for populating leaves on a tree
Instance Leaves Generator
This generator can take any geometry and distributes it on selected tree branches, inheriting proper leaf orientation and scale
This object create procedural flowers that can be scattered over arbitrary geometry. Flower parts like stem leaves, sepals and petals are all procedural and can be adjusted to the required look and feel
Forester Scatter is a full-featured scatter object that scatters instance geometry over a distribution surface geometry. Features like camera and geological filtering are supported, as well as uniform and turbulised distribution
The Pebbles/stone generator create stones that can be scattered over a distribution geometry. The scattering can be filtered by a weight map, camera attributes or proximity to a polygonal object
Forester elements are generated as polygonal geometry for the most part. Exceptions are instanced geometry with the Scatter object or Instance Leaves. The advantage of geometry generation is that they can be exported easily outside of Softimage.
All Forester parameters are animatable, enabling the user to bring the set to life. Wind parameters are available for trees, forests, grass and flowers. Wind is noise based, and therefore does not produce physically accurate results, but it does generate believable branch motion, with controls over the speed, scale and strength of the wind.
Almost all Forester elements have a grow parameter, that enables the user to grow them over time. Some elements, like the Broadleaf tree have an extra parameter called grow variance, which lets different branches have random growth rates.
Forester elements have built-in UVs, called SPACE UVs, which render the texturing process very intuitive. Just assign a texture and select SPACE UVs under texture support and the texture will be mapped procedurally over the element. Swap UVs is a parameter that rotates the UVs 90 degrees automatically, thus speeding up the workflow.
Forester elements are generated with default ICE Materials assigned to them. These are default Phong placeholder shaders which are intended to be customized by the user. The advantage is instant color feedback, and faster to manage surfacing process which avoids the manual assignment of materials.