by frankmci » Mon Feb 05, 2024 5:55 pm
frankmci
Mon Feb 05, 2024 5:55 pm
Can you upload a simple example file? Surface Scatter with a vertex map seems to be working as expected for me. Which version of C4D and Octane are you using?
Next day: It occurred to me that you might have very uneven UV space. Scatter is using the UV space to calculate density, so if the mesh has been significantly distorted since UV generation, then areas of equal UV space will still receive about the same number of Scatter instances, not equal areas of geometric space. With a heavy displacement, for example, the "side" faces of a slope may get stretched to cover, lets say five times as much geometric surface area as the non-displaced or more uniformly displaced faces. This would result in the "side"surface receiving only 1/5 as many instances as it would if the UV space better matched geometric space.
Depending on the model, you might be able to simply select some strategic UVs and "relax" them a few times to even out the distribution. Alternatively, you can generate a whole new UV map for the final geometry, making sure that UV surface area and geometric surface area are similar. After that, the standard Surface scatter should work fine with your vertex maps.
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- UV/Geometry mismatched Scatter
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