Hi,
I see that the distribution of the Octane Scatter depends on the topology of the object (in Surface mode)
This behaviour is mostly not so useful...
Is this a bug or do I miss something?
Is there a way to get an even distribution without changing the topology?
Thanks, Andreas.
Scatter and poly count
Moderators: ChrisHekman, aoktar
It's about its algorithm not a bug. You can use cloner for better distribution or fix the topology.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
aoktar wrote:It's about its algorithm not a bug. You can use cloner for better distribution or fix the topology.
Is it possible to chose a different algorithm in future updates?
Cloner is not an option when dealing with ten-thousands of clones..
topology is also not handy when I have a big landscape and need only high polycount on certain spots...
Thanks again!
Hi,TonyBoy wrote:Just thinking about your issue, could you avoid the local sub-division by using Octane Displacement with a vertex map and/or a height map image. That would permit a uniform distribution using the Octane algorithm.
That would be a possibility but I need to sculpt certain area's by hand...
Andreas.
Dummy distribution object with better tesellation.Kretschi wrote:What do you mean with 'custom geometry patches'?Terryvfx wrote:Can't you just use a general scatter object and then use several more with custom geometry patches to clone onto? this option should give you more control anyways.
Thanks.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
aoktar wrote:Dummy distribution object with better tesellation.Kretschi wrote:What do you mean with 'custom geometry patches'?Terryvfx wrote:Can't you just use a general scatter object and then use several more with custom geometry patches to clone onto? this option should give you more control anyways.
Thanks.
Yes, that is what I also did. (it's only not so handy when I change my original in a later stage...)
Thanks.