READ ME

1. General Usage

1.1 At present, we store the *.max file and the corresponding thumbnails separately.

1.2 Unzip these two files(Replace <nubmer> and <render> to your collection number and render):

  • MT_PM_V<number>_Thumbnails.7z
  • MT_PM_V<number>_3Dsmax_<render>.7z

1.3 Copy all files in folder “MT_PM_V<number>_Thumbnails” to folder “MT_PM_V<number>_3Dsmax_<render>“. The end result will look like the image below.

1.4 For automatically link maps, you need to add “MT_PM_V<number>_Maps” folder into the 3Dsmax menu Customize->Configure User Paths->External Files

2. Install Forest pack pro library

2.1 Unzip these three files (Replace <nubmer> and <render> to your collection number and render):

  • MT_PM_V<number>_Thumbnails.7z
  • MT_PM_V<number>_3Dsmax_<render>.7z
  • MT_PM_V<number>_3Dsmax_FPPL.7z

2.2 Copy all files in folder “MT_PM_V<number>_Thumbnails” and “MT_PM_V<number>_3Dsmax_<render>” to folder “MT_PM_V<number>_3Dsmax_FPPL“. The end result will look like the image below, make sure to include these three files in the red rectangle in the image below.


2.3 Open Forest pack pro library from 3Dsmax.
Note: You can’t add new library when create Forest object, you need access library from “Modify” panel after this Forest object has been created.


2.4 Select File>Preferences


2.5 Click Add button, then assign to the “Demo“(or any other folder name you created) folder which is the parent folder of “MT_PM_V<number>_3Dsmax_FPPL“.


2.6 After adding the path then click OK to confirm and close the Preferences window. you will see the library shows in the Forest pack pro library

2.7 You can click the “Materials” drop-down list and check the supported renderer


3.GrowFX origin files.

3.1 With GrowFX origin files, you can easily create new plant shapes by setting a new “seed“. Or change shape as you needed.

3.2 Create wind and grow animate plants easily.

3.3 React or Cut out with objects in the scene, you can create the shape just to match your scene object.

3.4 More features please visit https://exlevel.com/features/

1. General Usage

1.1 At present, we store the *.blend file and the corresponding thumbnails separately.

1.2 Unzip these three files(Replace <nubmer> and <render> to your collection number and render):

  • MT_PM_V<number>_Thumbnails.7z
  • MT_PM_V<number>_Blender_<render>.7z
  • MT_PM_V<number>_Maps.7z

1.3 Copy all files in folder “MT_PM_V<number>_Thumbnails” to folder “MT_PM_V<number>_Blender_<render>“.  Copy the whole folder  “MT_PM_V<number>_Maps” to folder “MT_PM_V<number>_Blender_<render>“,  The end result will look like the image below.

Note: Do not change the name of the folder “MT_PM_V<number>_Maps“, or Blender will not automatically link textures.


1.4 The texture path is set to a relative path, so the texture will be missing when you import models to projects in other locations, you can relink textures from the “File” menu, “File> External Data> Find Missing Files“, and select “MT_PM_V<number>_Maps” folder to relink textures.


2. Install Asset Browser for Blender

2.1 Asset Browser is Blender’s built-in asset browser, and all Maxtree models are currently ready for it.

2.2 Unzip these two files(Replace <nubmer> and <render> to your collection number and render):

  • MT_PM_V<number>_Blender_<render>.7z
  • MT_PM_V<number>_Maps.7z

2.3 Copy the whole folder  “MT_PM_V<number>_Maps” to folder “MT_PM_V<number>_Blender_<render>“,  The end result will look like the image below.


2.4 If you have many different collections of Maxtree plants, I suggest you create a unified folder to manage them, you can name the folder “Maxtree” or whatever you like, move all the “MT_PM_V<number>_Blender_<render>” folder into it.


2.5 Blender uses the “blender_assets.cats.txt” file to organize your assets, but you can now find that there is no “blender_assets.cats.txt” file in the “Maxtree” folder, but each separate “MT_PM_V<number>_Blender_<render>” folder contains “blender_assets.cats.txt“, You need to merge the information in them into one “blender_assets.cats.txt” located under “Maxtree” folder. This is a time-consuming process, we provide a Python script to automate this process.

Download:MergeAssetBrowserCDFs

2.6 Unzip “MergeAssetBrowserCDFs.zip“, open “MergeAssetBrowserCDFs.py” with Blender.

2.7 Change the path of the variable path to “Maxtree” folder, then run this script.

2.8 Add “Maxtree” folder to Asset Libraries Path from Edit > Preferences > File Paths.

2.9 Open Asset Browser you will see all your Maxtree models. If you added a new collection in the “Maxtree” folder, please regenerate the “blender_assets.cats.txt” file

3. Install biome packs for Geo-Scatter

Geo-Scatter is a scattering plugin for blender, some of our collection includes premade environments for the Geo-Scatter plugin for blender, you can find them from links below:
https://maxtree.org/products/plant-models-vol-21/
https://maxtree.org/products/plant-models-vol-43/
https://maxtree.org/products/plant-models-vol-54/

After unzipping MT_PM_V<number>_Blender_<render>.7z  you will get a *.scatpack file which is for Geo-Scatter. Please refer to the manual below to see how to install
https://sites.google.com/view/scatter5docs/manual/installation

1. General Usage

1.1 At present, we store the *.c4d file and the corresponding thumbnails separately.

1.2 Unzip these two files(Replace <nubmer> and <render> to your collection number and render):

  • MT_PM_V<number>_Thumbnails.7z
  • MT_PM_V<number>_Cinema4D_<render>.7z

1.3 Copy all files in folder “MT_PM_V<number>_Thumbnails” to folder “MT_PM_V<number>_Cinema4D_<render>“. The end result will look like the image below.


1.4 The texture path is set to a relative path, so the texture will miss by default, you can relink textures from the “Edit” menu, “Edit > Preferences > Files > Asset Paths“, add “MT_PM_V<number>_Maps” folder to the Path. Or from the “Window” menu, “Window > Project Asset Inspector“.

1. General Usage

1.1 At present, we store the *.mb file and the corresponding thumbnails separately.

1.2 Unzip these two files(Replace <nubmer> and <render> to your collection number and render):

  • MT_PM_V<number>_Thumbnails.7z
  • MT_PM_V<number>_Maya_<render>.7z

1.3 Copy all files in folder “MT_PM_V<number>_Thumbnails” to folder “MT_PM_V<number>_Maya_<render>“. The end result will look like the image below.

1. General Usage

1.1 Our models are used as Content Packs in Unreal Engine, you need to use them in Unreal Engine 5.0 and above.

1.2 Unzip file(Replace <nubmer> to your collection number) below to your hard drive:

  • MT_PM_V<number>_UnrealEngine.7z

1.3 Copy folders “FeaturePacks” and “Samples” to Unreal Engine install folder,  usually located in “C:\Program Files\Epic Games\UE_<number>“. there are also two folders with the same name as “FeaturePacks” and “Samples“.

1.4 Open any of your Unreal Engine project, add Content Pack according to the steps in the image below.

1.5 In the pop-up window, switch to “Content”, select Maxtree collection, and click the “Add to Project” button to add our model to Unreal Engine.

1.7 Later you will see a directory called Maxtree appear in the Content Browser, where all the Maxtree models you imported will be placed.

Note:  Restart the Unreal Engine editor if you cannot see all the models after importing.

 

Known issues:

  • Some models exhibit strange artifacts after enabling Nanite with Lumen, and the only way to disable it is by turning off Nanite. This issue does not occur with Path Tracing.

1. General Usage

1.1 We strongly recommend using the free content management Extension for SketchUp – 3D Bazaar

1.2 Unzip these three files(Replace <nubmer> and <render> to your collection number and render):

  • MT_PM_V<number>_Thumbnails.7z
  • MT_PM_V<number>_SketchUp_<render>.7z
  • MT_PM_V<number>_Maps.7z

1.3 Copy folders “MT_PM_V<number>_Maps” and all files in folder “MT_PM_V<number>_Thumbnails” to folder “MT_PM_V<number>_SketchUp_<render>”. The result should look similar to the image below.

1.4 Open 3D Bazaar, navigate to “Local” and click the “ADD FOLDER” button to add folder “MT_PM_V<number>_SketchUp_<render>

1.5 After importing the model via 3D Bazaar, it can automatically relink textures and proxy files.

FBX Format can not contain all textures, but we offer the full texture map of our products, after import FBX models to your software, you can reassign maps by yourself.

FBX format user can update to any software’s format If we supported this software. Once updated, you will no longer change your format.