Phantom Scatter [1.12.2] Export and press CTRL+V in Octane!

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Phantom107
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I don't think a 1 GB OBJ is going to work (you'll run out of memory) but if you can just cut it down to just the parts you want to scatter on, it should be possible.

Rappet, just thought of this, what you can do for now is use the 'variants' feature on your pre-release 1.5 exe, and then use some placement nodes to get the different rotations:

https://www.dropbox.com/s/a7zr61o3l71a9 ... .12.25.png
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smicha
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rappet wrote:
smicha wrote:
rappet wrote: but I want different shapes to be scattered mixed...
Are you saying that you want your objects to be randomly rotated? Could you please be more precise.
...
I want different shaped objects to be scattered mixed, say cube, globe, cilinder... Then I want the objects difference a certain amount in rotation on vertical axis.... Like people looking to a concert.. With rotation differs i.e. 5 degrees, looks more natural then all looking exactly in same direction.
And then I can also use the random color texture.
Goal is to make a field of scattered objects with to the eye all looking unique in variant of shape, color and slightly rotation.

Yes. Random around Z is crucial. Guus please add it to your PS.
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smicha
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Rappet, if you are using Sketchup go for
http://sketchucation.com/forums/viewtopic.php?p=139946
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Phantom107
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  • Added 'seed' property for RAY scatter objects, with the function 'seed' to set a custom seed.
  • Added function 'random seed' for RAY scatter objects.
  • Fixed a problem with material renaming.
  • Added module 'materials' to RAY scatter objects.
  • Added function 'scatter disable' to exclude scatter objects on certain materials. This is only applicable when 'place on face' is set to 'on'.
  • Fixed division by 0 error for RAY-scatter objects. The orientation angle of RAY-scatter objects is now limited between 45-135. This prevents problems and still provides enough orientation freedom.
  • Added function 'directory', allowing you to export the CSV files either alongisde the OBJ, or to a directory of your choosing. The directory chosen will be saved to the options file. Note: due to WinAPI being the worst, I can't make it snap to the current export direcory for your convenience.
  • Function 'random xy-rotation' has been renamed to 'random xy-variation'.
  • Added function 'random z-variation' for AREA, PER-TRI and CURVE objects.
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rappet
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Z-variation... Yes, super!
Other new stuff super too ofcourse.
Thanx.

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Phantom107
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Rappet, as for your crowds, maybe a feature would be handy that rotates the instances towards the (Phantom Scatter) camera? (z-variation will still be applied)
  • Added function 'weighted scatter' for AREA scatter objects. Turning this on will enable a scale modifier the allows instances to scale relatively to the combination of the power of the source (perlin noise) and minimum/maximum scale settings.
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enigmasi
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would be great to be able to use it in Cinema 4D
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Phantom107
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Here's an example of 'z-variation'. All looking in the same direction, but not quite.

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rappet
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Hi,

The z-variation is great. Super that that is implemented :mrgreen:

Now the big challenge is how to prevent cluttering using just area scatter ;)
For i.e. vegetation cluttering does not matter, but for objects like plains, people and other objects like hat you do not want them to overlap.
Tapperworks-Phantomscatter-report-140804-013.jpg
I am working on a project with a lot of of scattering.. you can compare it with a crowd at a concert looking at one point. Setting the z-variation to low number will make it more realistic. The scattering with cluttering/overlap in the back zone is no problem, because you won't see that so good. But in front the overlap will be annoying unreal.
I was thinking of a temporarily solution and divide the scattering surface in front and back.
In the back I can use the area scattering with z-variation and variants.
In the front I will use per tri-scattering (with variants), so I can determine the coordinates in my 3d-model not to have overlap

Maybe you have another solution/suggestion?

greetz,

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Phantom107
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This is very demanding. But I'll get to it. :)

How about I give instances a radius around them where it checks for other instances? Actual OBJ geometry of instances happens out of Phantom Scatter but what I can do is point-to-point checks.
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