I found a very wonderful tutorial about creating procedural rock for 3dsMax.
http://saschahenrichs.blogspot.com/2010/03/3dsmax-environment-modeling-1.html
I tried it using Softimage ICE.
This is the ICE tree completed. Download this sample scene ->
here
1.
Create a cube.
- Subdivision values : about 50 - 100
Because of setting higher subdivision values last, you should not freeze the geometry operator.
Then, create a weight map.
2.
Create ICE tree.
Get a
stoSpherify node and connect it.
3.
Get
stoCellNoiseMap(ver.1.1) node and Set Data node.
Connect stoCellNoiseMap node to Set Data node.
Set "Self.cls.WeightMapCls.Weight_Map.Weights" to reference value of Set Data node.
4.
Get Sculpt node and connect it.
Set "Self.cls.WeightMapCls.Weight_Map" to reference value of Sculpt node.
5.
Get Transform Mesh node and connect it.
Change the size of the object as you like.
6.
Add a weight map.
Get Turbulize Value by Range node, FCurve node and Set Data node.
Connect Turbulize Value by Range node to FCurve node, FCurve node to Set Data node.
Set "Self.cls.WeightMapCls.Weight_Map1.Weights" to reference value of Set Data node.
Adjust FCurve.
7.
Get Sculpt node and connect it.
Set "this.cls.WeightMapCls.Weight_Map1" to reference value of Sculpt node.
8.
Get Turbulize Mesh node and connect it.
Adjust value of properties of Turbulize Mesh node to seem to look like a rock surface.
9.
Set higher subdivision values to cube geometry operator.
- Subdivision values : about 160 - 250