I have found the reason of placement problem - plane-emitter had not location coordinate 0/0/0.
But problem with scale is still here. Only in one case i have real particle scale - if scale of sphere-sample = velosity normal=0.25
Blender instances "patch" for the unofficial exporter
Win 8.1 x64, i7-4930K 64GB, 2 x GTX-690
0.1.9 Update (download at first post)
* Emitter PS rotation / location / scale now works correctly (for the supported settings at least)
* Particles hidden for viewport ("display" parameter) are still exported
Depending if the PS is hair or emitter, you must treat particle location / scale / rotation differently, that's why the previous code that worked for hair, messed emitter PS entirely. In the above example the settings in green are the one I tested and work ok. Note that you must have checked the settings circled in red.
* Emitter PS rotation / location / scale now works correctly (for the supported settings at least)
* Particles hidden for viewport ("display" parameter) are still exported
Depending if the PS is hair or emitter, you must treat particle location / scale / rotation differently, that's why the previous code that worked for hair, messed emitter PS entirely. In the above example the settings in green are the one I tested and work ok. Note that you must have checked the settings circled in red.
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
Yep, all works now perfectly. I'm happy. 
THANK YOU!

THANK YOU!
Win 8.1 x64, i7-4930K 64GB, 2 x GTX-690
Found another problem. If source of particles are group of object, script could not create .csv file. In console i see that the problem is in the type of visualization mode, that i choose as "Groupe".
Sorry for my English.
Sorry for my English.

Win 8.1 x64, i7-4930K 64GB, 2 x GTX-690
It says there in the log (and on the first page
): groups are not supported, only object visualization (atm, because of Python API limitations)

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
Most of the time, I generate scatter files by using Alt-D duplicated objects or duplifaces, and it works fine.
Recently I came back to my old snowy landscape and wanted to change the low poly real trees to high poly trees by using instances. As I needed a very large amount of trees I used particle systems.
Currently, I have a problem : tested with Blender 2.63a and 2.65.10 : the scatter script doesn't work for a particle system (hair/object). It generates the csv file, but this csv seems invalid and produces nothing in the render.
I also encountered a GPU failure (GPU 1 fail and GPU2 fail successively) several times while attempting to use this invalid scatter file !
So I have to make particles real (this operation makes them instances in Blender).
But I encounter an other problem at this point, which is related to Blender itself : Maybe it is due to my amount of system RAM (8GB only), but I doubt : I have never been able to convert more than 10000 particles at a time, and often less with the Convert button of the particle modifier. Blender seems to enter in a loop and shows a rotating cursor alternatively with the arrow cursor.
I reported this a very long time ago to the Blender bugtracker, and this trouble is still present in 2.66 test build 1 (2.65.10).
Recently I came back to my old snowy landscape and wanted to change the low poly real trees to high poly trees by using instances. As I needed a very large amount of trees I used particle systems.
Currently, I have a problem : tested with Blender 2.63a and 2.65.10 : the scatter script doesn't work for a particle system (hair/object). It generates the csv file, but this csv seems invalid and produces nothing in the render.
I also encountered a GPU failure (GPU 1 fail and GPU2 fail successively) several times while attempting to use this invalid scatter file !
So I have to make particles real (this operation makes them instances in Blender).
But I encounter an other problem at this point, which is related to Blender itself : Maybe it is due to my amount of system RAM (8GB only), but I doubt : I have never been able to convert more than 10000 particles at a time, and often less with the Convert button of the particle modifier. Blender seems to enter in a loop and shows a rotating cursor alternatively with the arrow cursor.
I reported this a very long time ago to the Blender bugtracker, and this trouble is still present in 2.66 test build 1 (2.65.10).
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
Realy great! Thank you for the great work!
+1 for the animation-feauture.
Could need it, too.
+1 for the animation-feauture.
Could need it, too.
WIN7 64bit • 32GB DDR5 RAM • Intel i7 6x4GHz • GeForce GTX780 • Blender
Hello all, first I want to say a Big Thank You to Matej and Roubal for this amazing plugin.
I have a problem (sorry for my lack of knowledge, i'm a self learner, so it takes more time)
I have tested and tried all I can but sometimes my knowhow let me down.
When I use the plug to export instances in a plane, or terrain I can make it work.
The problem is when I try in a volume...I explain.
Imagine a sphere I try to had a PS. Sphere as emitter and Cone as particle....I cant get it to work, because they get all crazy orientations, if I switch to "hair" sometimes I get it right but then I export geometry and new svs file(that I confirm to have all coordinates), load it in octane and nothing shows up(in scatter).
hope you can understand me.
lets imagine I want to do something like this...but instead of grass its a cone.

Or like this

I uploaded a blend file with a simple sphere and cube, with some PS...if you guys could take a look and setup this objects with the "cones" looking's like spikes I will be much appreciated.
Thank you in advanced for your time.
And sorry for the my poor english.
Cheers
I have a problem (sorry for my lack of knowledge, i'm a self learner, so it takes more time)
I have tested and tried all I can but sometimes my knowhow let me down.
When I use the plug to export instances in a plane, or terrain I can make it work.

The problem is when I try in a volume...I explain.
Imagine a sphere I try to had a PS. Sphere as emitter and Cone as particle....I cant get it to work, because they get all crazy orientations, if I switch to "hair" sometimes I get it right but then I export geometry and new svs file(that I confirm to have all coordinates), load it in octane and nothing shows up(in scatter).
hope you can understand me.
lets imagine I want to do something like this...but instead of grass its a cone.

Or like this

I uploaded a blend file with a simple sphere and cube, with some PS...if you guys could take a look and setup this objects with the "cones" looking's like spikes I will be much appreciated.
Thank you in advanced for your time.
And sorry for the my poor english.
Cheers
i7-2600k | SSD Vertex 3 | WD Velociraptor | WS Revolution | 16GB Ram HyperX | PSU LEPA G1600W | 3 X Asus GTX590 |
https://pt-pt.facebook.com/arq.resmas
https://pt-pt.facebook.com/arq.resmas