The "easiest" way if you insist on using scatter, is to scatter them BEFORE you duplicate the faces, make sure the Y tree is it's own element. Scatter -> convert to poly -> explode to elements ->duplicate faces.
I "explode" using this script someone made for me a few years ago: http://www.scriptspot.com/3ds-max/scripts/select-objects-by-bitmaptex ...check out the attach / detach section, you can explode meshes and perform a number of actions afterwards, rename, enter pivot, place in layer etc etc. How are you duplicating the faces in Max ?
Thx. Will give it a try. Btw, is there any other way, and not using scatter to duplicate trees in 3ds max? Still learning it, thats why I`m asking.
Scatter works just fine, I only have to find the way to separate not connected polygons (I hope I will with what you said). Clone the object, and then use Flip option under the Polygons to turn faces around.
Try the shell modifier, you an use it on groups of many separate objects, give it an outer width of 0.001m, make sure select edges and straighten corners is checked. Then add an edit poly modifier on top of your selection, when you go to poly sub-object mode, all the edges are already selected..hit delete and you're done. I use this method in Max because overlapping faces drive me nuts in the viewport, they flicker like crazy, the shell method gives you a tiny offset that prevents it happening. This script will find and select all overlapping (coinstant) faces, useful in certain scenarios: http://www.scriptspot.com/3ds-max/scripts/find-coinstances .
Damn, cannot figure out how to create a Y tree a single element. Still have 3 elements (for each side). Can you help me out pl.
I have been trying to do this all night and have had no luck. I even tryed pflow instead of scatter but could not get it to save as a mesh let alone a separate mesh for each tree. I also can not figure out how to have one element for a tree model. If you have any luck please let us know. I have looked at it but have not tryed it yet as im on 2018 and there does not appear to be a version for 2018 yet unless you have the pro version and can download the beta. Or am i wrong on that? Also how do you convert the trees in Forest Lite to separate meshs?
I've exaggerated the connecting edge width here, but you should get the gist from these screens, make it very small and use bridge and cap to fill the gaps. Make the tree "edge" faces Mat ID 2, after scattering and detaching to elements, add an edit poly mod to select and delete the ID2 edges. You may need to tweak the normals as well, not quite sure how the game would handle them using this method. "Instantiate" https://docs.itoosoft.com/forestpack/forest-tools .
that is a good solution there. but consider this. you`d be finished by now if you`d planted them by hand.
...amen ....at least you only have to set up the tree mesh once. Every single tool in Max has undeveloped legacy limitations like this, you have to constantly think outside the box for solutions.
Hehe, I'm not so shore. The track takes over 25mins to drive when your doing 200mph+ 3/4 of the way. Thanks R@M as well. I will try this later. But i'm still unsore as it seems that doing this operation to just one bunch of trees is going to take a lot of processing time. Also i dont see how this wont be seen as multiple elements. I dont understand how to make parts of an object the same element. Sorry for the questions. Even though i've been doing 3d for a while im still a noob. Anyways thanks again everyone for your suggestions. I'll hopefully give this a go later tonight. And i'll let you know how it goes. Cheers, DrDoomsLab.
Quick update. I thought it was working but no. I messed something up. Seems there where 2 elements left when i only seen one. Going to try again when i get the chance. Cheers, DrDoomsLab.
Sunday morning, I smoked enough bob marley last night to take out an army...I cannot be arsed typing I also sneezed over my new keyboard...it's not a pretty sight. Here's the tree method: