@matej : I have experimented a lot recently, and your instances/scatter patch is really a great improvement ! I am currently making an intensive use of it : City props, cars, and even cars wheels using the same placement node. Thanks again !
Below, a first real situation test. The background is just a random temporary photo for testing purpose only.
Later, the whole set will be 3D. I will use a lot the scatter node for instanced details on architecture (windows, columns, pilasters on balconies).
Blender instances "patch" for the unofficial exporter
- theCreativeMind
- Posts: 39
- Joined: Wed Aug 25, 2010 12:36 pm
- Location: Germany
- Contact:
Great script!
thanks for the your work!
Is it possible to influence the PS density and the PS grass object length with weight paint map?!
Or is there another way to do that?
With weight paint method one can create realistic grass field...
all the best,
vis4arch
thanks for the your work!
Is it possible to influence the PS density and the PS grass object length with weight paint map?!
Or is there another way to do that?
With weight paint method one can create realistic grass field...
all the best,
vis4arch
iMac 27" | OSX 10.8.2 | Nvidia GTX 680mx 2GB | Core [email protected] GHz | 32GB
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vis4arch.architecture.cad.design.illustration.3d.visualization.photo montage.animation
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vis4arch.architecture.cad.design.illustration.3d.visualization.photo montage.animation
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- theCreativeMind
- Posts: 39
- Joined: Wed Aug 25, 2010 12:36 pm
- Location: Germany
- Contact:
Great, thanks..
Than i'll give it another try!
all the best,
vis4arch
Than i'll give it another try!

all the best,
vis4arch
iMac 27" | OSX 10.8.2 | Nvidia GTX 680mx 2GB | Core [email protected] GHz | 32GB
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vis4arch.architecture.cad.design.illustration.3d.visualization.photo montage.animation
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vis4arch.architecture.cad.design.illustration.3d.visualization.photo montage.animation
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Guys, need your help.
I had made something wrong, but don't understand what exactly. Size and placement of particles in Blender and in Octane do not match. Matrices have been exported with a scale 4, but, as you can see, I use velocuty normal 1 and don't use any random parametrs.
Sorry for my English.

Sorry for my English.

Win 8.1 x64, i7-4930K 64GB, 2 x GTX-690
@Saramary, the Rotation panel (checkbox) in Blender must be enabled. So when you tweak your PS, first enable that. See the first page for guidelines what you can & cant do 
(in the case that its still not working, then post the .blend)

(in the case that its still not working, then post the .blend)
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net

- Attachments
-
- PS_Collision.rar
- (101.17 KiB) Downloaded 263 times
Win 8.1 x64, i7-4930K 64GB, 2 x GTX-690
@Saramary, I looked at your scene but cant find what is wrong. It may be something with the exporter, not your settings (I did most of my testing on hair PS, not emitters).
I would need to do a more thorough analysis of the exporting process in case of emitters. But I cant promise when, because I have other stuff going on right now. I'll contact you as soon as I make any progress.
I would need to do a more thorough analysis of the exporting process in case of emitters. But I cant promise when, because I have other stuff going on right now. I'll contact you as soon as I make any progress.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
Thank you.
What version of exporter are you using (I am still working in 1.17)?

What version of exporter are you using (I am still working in 1.17)?
Win 8.1 x64, i7-4930K 64GB, 2 x GTX-690
I'm still using 1.17 too. The version of the exporter is not important in this case. (when I said "exporter", I meant the instances exporter script, sorry
)

SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net