Placement Node BIG problem for me

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bepeg4d
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you can export single elements positioned at the origin from rhino and use 3ds max with simple cubes just to get the scatter matrix ;)
ciao beppe
A2Zen
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bepeg4d wrote:you can export single elements positioned at the origin from rhino and use 3ds max with simple cubes just to get the scatter matrix ;)
ciao beppe
yeah I think it's more easy then the grasshopper thing....

Only the problem is I am not a 3dsmax type , I like to do scene setup in Rhino 5 which is the fastest workflow for me !! I think I will end up go back with the method of putting 2 placement nodes for 1 instance... thanks for your reply !! :)
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Daniel79
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see my definition of grasshopper in "rhinoceros plugin" thread...is simple to obtain a matrix for the istance!

http://render.otoy.com/forum/viewtopic.php?f=41&t=23430
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A2Zen
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Daniel79 wrote:see my definition of grasshopper in "rhinoceros plugin" thread...is simple to obtain a matrix for the istance!

http://render.otoy.com/forum/viewtopic.php?f=41&t=23430
Thanks Daniel79

The point of this thread is I have many mesh that need to be instance in different scene.

There are not 20 instances of one single mesh in a scene...
There are 20 DIFFERENT meshes need to be instance in order to move freely in the scene and re-use them in another scene...

So in this case I will need 20 scatter nodes, right ?... If every time I do re-position them by switching between host application and Octane just for update the transformation matrix then I think we use the scatter node in the wrong way...

And if I go back to use the placement node, I will need 2 placement nodes for one instance but this way is better then the scatter node...

That is something I feel uncomfortable about how Octane dealing with the transformation for placement node...

Thanks for you reply... :)
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steveps3
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Unfortunately just because a feature doesn't work how YOU want it to work is not a reason to change it. The way that the placement node works is completely logical. It is just the way that you use them that needs to change.
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smicha
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I solved these problems - placement and scatter -with the huge help of TIG.

Here is the plugin for Sketchup how to export scatter data for components/instances. Read all of the topic (46 posts)


http://render.otoy.com/forum/viewtopic.php?f=31&t=22581
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Michael314
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Hi,
I was also very confused with the placement node, in my case with scale and translate. I translated the object, then scaled it, and the translation was scaled as well.
It is just a definition of sequence, but to me, it would also be more logical to first translate, then scale.

It's a matter of taste, I guess. But if many users are confused, there would be a chance to swap the order before 1.0 is released.

Best regards,
Michael
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A2Zen
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Michael314 wrote:Hi,
I was also very confused with the placement node, in my case with scale and translate. I translated the object, then scaled it, and the translation was scaled as well.
It is just a definition of sequence, but to me, it would also be more logical to first translate, then scale.

It's a matter of taste, I guess. But if many users are confused, there would be a chance to swap the order before 1.0 is released.

Best regards,
Michael

YES... my topic is really talking about this

We have a PLACEMENT NODE that include all the necessary parameter for object translation + scale + rotation thats good, BUT in the real life when we want to move + rotate + scale object in OCTANE it is totally impossible to figure out HOW to put every parameter in a SINGLE NODE....

now I just use two placement node for place and rotate object in the scene.... not bad but it's not logical for me...
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