Reference mode allows you to place objects on markers. A typical usage might be to replace cad objects imported from an architect's plans with trees or other objects. Scattered items retain a dynamic link to reference object, so if the object is moved, the distribution is updated automatically. You also have the choice of whether to place one item on each pivot point of the reference objects, or alternatively, one per face if you're referencing polygonal geometry.
This feature replaces the reference tools found in the Items rollout prior to the release of Forest Pack 6
To select reference objects:
- Add items individually by clicking on the plus button and then clicking on an item in the scene.
- Add several items at once by clicking on the Select Multiple Items By Name button . This launches a scene explorer so that you can filter and select reference items.
To delete reference objects:
- Click the Delete button to clear all the reference objects.
To scatter one item per reference object:
- Enable Distribute Using > Pivot mode.
To scatter one item per face:
- Ensure that your references are mesh objects.
- Enable Distribute Using > Face mode.
To match the reference objects' orientation and scale:
- Enable Scale and/or Align checkboxes.
|Add reference objects one at a time by picking them from the scene|
|Add multiple reference objects, selecting them from a scene explorer|
|Clear all reference objects|
Determines how items are placed on reference objects. Several modes are available:
- Pivot Point: the point of creation is the Pivot Point of the referenced objects. For example: to create a group of trees in specified points, which have been defined in an external program (such as AutoCad) and imported to 3D Studio Max as dummy reference objects. Align and Scale can be enabled to copy the scale and alignment based on the reference.
- Face Centers: creates a element for each face of the referenced meshes. If the Align option is enabled, items are aligned with the face, using as X axis a vector from the center to the farthest vertex in the triangle.
Alignment is calculated using a vector calculated from the center to the farthest vertex.