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This rollout allows the user to specify a map to define the distribution of trees within the inclusion area.
To allow for the most flexibility an image is used. In it, each pixel represents a potential tree position, white pixels are tree locations, black pixels are empty space.
Using this method, we can define any distribution, from random surfaces to very regular groups.
Forest can use a bitmap or a map as distribution image.
The plugin comes with some standard bitmaps included (Very Scattered, Scattered, Spread 1, Spread 2 and more). A custom bitmap can be selected as well by clicking the button under "Bitmap". The list of bitmaps is user customizable. In C:\Program Files\ItooSoft\forestpackpro\distmaps, there is a text file named "index.dat". It includes a list of the bitmap names and the associated file names.
To use a map, click the 'Map' button and select it from the Material/Map browser. All Max texture types are supported, from static bitmaps to animated noise maps. Use the "Clear" button to remove it.
The "Map channel " parameter is described in the following section.
Lets the user choose the scale of the distribution map in the scene. The map is applied in a manner similar to the way texture maps are applied in Max. The image is scaled according to the defined size, and tiled in all directions.
It's important to remember that the perimeter of the forest is always defined by a spline boundary. The distribution map only shows how the trees are arranged within that spline.
Defines the size of the distribution map in scene's units. If we use small values, we will see how the density of trees and the number of trees grows. Also, the process time and geometry size of the Forest object is higher. The plugin is optimized for speed, but to further speed up the plugin, here are some recommendations:

The "Stats" windows also alerts the user to some warning conditions such as when the area spline is not assigned, if the density is too high and other conditions.
These values are used to adjust the density in procedural maps, without modifying the X/Y Units scale. These parameters are locked when using bitmaps, using the number of pixels of the image as default value.
As alternative of using the X/Y values to define the density of the distribution map, it's possible to get the scale from the UV coordinates of the surface. This mode is useful to adjust the position of trees in more precise way, using a surface map as reference.
To use this mode, a surface object must be assigned in the "Surface" rollout. The Surfaces can work in two operation modes, XY or UV (defined in the Surface rollout):
Allows the user to fit the map exactly over a position on the scene, automatically adjusting the offset and size values. Use Pick Start/Pick End to select on the scene the position of two opposite corners of the map. This tool is useful for adjusting maps which represent exact positions of elements in the image, such as modified aerial views using a white pixel per tree.
Locks the X/Y aspect of the map. When this checkbox is enabled, the Y size for map is ignored and only the X value is used.
Adjusts the offset of the map over the scene. Values are in the scene's units.
Defines how the image pixels are converted to black/white levels when the bitmap is in grayscale or color mode.
Rotates the distribution map a specific number of degrees.
Set the limit of possible tree positions in the area (by default 10 million). Take care: this includes both white and black pixels in the distribution map, so you may reach the density limit using an empty map and low X/Y values, but not get a single tree in the scene.
Draws the corners of the distribution map to adjust it more easily.