How to achieve the effect below in Blender plugin? I've tried using hair particle and array modifier but it did not work.
https://docs.otoy.com/StandaloneH/Stand ... s%7C_____5
Instance Range Texture – how to?
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
System – Windows 11
My Behance portfolio, Blender plugin FB support group
Hi J.C, could you please check on following settings:
1. Make sure the mesh type of target objects is "Scatter" and they are not overwritten by global settings
2. Set scatter groups as you want in "Data Tab" - "Octane properties" - "Scatter group"
3. Set scatter instance id in "Data Tab" - "Octane properties" - "Scatter instance id"
Thanks.
1. Make sure the mesh type of target objects is "Scatter" and they are not overwritten by global settings
2. Set scatter groups as you want in "Data Tab" - "Octane properties" - "Scatter group"
3. Set scatter instance id in "Data Tab" - "Octane properties" - "Scatter instance id"
Thanks.
Hi DrawFun. I've tried and checked all the mentioned settings before. None of these helps. I attach my test file to check it out.
- Attachments
-
- octane particle instances.blend
- (762.55 KiB) Downloaded 233 times
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
System – Windows 11
My Behance portfolio, Blender plugin FB support group
Hi J.C, I noticed that all the monkeys vertexes are duplicated by array modifier and packed into a single object and mesh.
We can only apply instance tex/color among objects but not vertexes.
Just check the scene I attach.
- all the "Suzanne" objects are grouped into "Scatter group" 1.
- all objects in group 1 uses the mesh and material of "Suzanne" (the one with "Used as source for current group" checked).
- each object in group 1 has its own instance id, which decides its sampled pixel in tex.
We can assign "scatter instance id" in python console as following:
>>> meshes = bpy.data.meshes.values()
>>> for mesh in meshes:
... if mesh.name.startswith('Suzanne.'):
... id = int(mesh.name[mesh.name.rfind('.') + 1 :])
... mesh.octane.scatter_instance_id = id
Hope it helps. Thanks.
We can only apply instance tex/color among objects but not vertexes.
Just check the scene I attach.
- all the "Suzanne" objects are grouped into "Scatter group" 1.
- all objects in group 1 uses the mesh and material of "Suzanne" (the one with "Used as source for current group" checked).
- each object in group 1 has its own instance id, which decides its sampled pixel in tex.
We can assign "scatter instance id" in python console as following:
>>> meshes = bpy.data.meshes.values()
>>> for mesh in meshes:
... if mesh.name.startswith('Suzanne.'):
... id = int(mesh.name[mesh.name.rfind('.') + 1 :])
... mesh.octane.scatter_instance_id = id
Hope it helps. Thanks.
- Attachments
-
- modified-octane particle instances.blend
- (5.18 MiB) Downloaded 230 times
Thank you for the information. This looks like a manual process than automated one.
I thought that this could be dane using particles or hair particles where id's are automatically assigned to all objects.
For what I understand now you have to place all objects manually, assign an id using script or manually and use the same instance group. Right?
I thought that this could be dane using particles or hair particles where id's are automatically assigned to all objects.
For what I understand now you have to place all objects manually, assign an id using script or manually and use the same instance group. Right?
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
System – Windows 11
My Behance portfolio, Blender plugin FB support group