I’m fumbling around with Scatter on Surface trying to get feathers to cascade from large on top to small at the bottom. How can I achieve this? Using Blender’s particle system I can do that via weight painting and vertex groups. How can I do it with Octane’s geometry nodes? I imagine that is controlled somehow by the scale map but everything I try (gradient node, fall off node) effects the size of all the instances together.
Surface Scatter: instance sizes from large to small?
For the geometry nodes you might try to use the point distribute and point instance nodes. You can find some good information here in Blender Guru's geometry node tutorial...
https://www.youtube.com/watch?v=52UYqe3 ... lenderGuru
It will definetely need a different setup for your scene.
Jason
https://www.youtube.com/watch?v=52UYqe3 ... lenderGuru
It will definetely need a different setup for your scene.
Jason
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Thanks grimm. That was my first exposure to Blender's Geometry nodes and they look really neat. But I meant Octane's new scatter system (which appears in the Octane Geometry node drop down menu). I am trying to figure out how to adjust scale cascading from top to bottom using the Octane system. I did change the "Up direction" and "Front direction" modes to Point, but am still unable to figure out how to get the cascading scale (which is quite easy using Weight Painting and Blender's internal particle system).
Can any devs provide such instruction?
Can any devs provide such instruction?
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- linograndiotoy
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For now you can only use Procedural or Image Textures to achieve this kind of control.
Can you show me an example of the node set up? I did try with both a grayscale image and various procedural nodes but could not get it working. Thanks!linograndiotoy wrote:For now you can only use Procedural or Image Textures to achieve this kind of control.
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- linograndiotoy
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Consider you need an UV map on the mesh.pegot wrote:Can you show me an example of the node set up? I did try with both a grayscale image and various procedural nodes but could not get it working. Thanks!linograndiotoy wrote:For now you can only use Procedural or Image Textures to achieve this kind of control.
The mesh does have a UV map but still not getting a cascading change in size. How to set that up? Very easy in Blender's internal system using Vertex Weights. But would love to learn how to do this with Octane's amazing and faster system. Thanks!
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Thanks lino - this is very helpful! I'll have to study and play around with it for a bit to see how to modify settings for my own particular scenarios. But it is a great resource. How are we expected to know how to do this stuff though in the absence of documentation and tutorials? I don't want to be a pain in asking how to use the program when I could just consult established on-line resources (I'd much rather be a pain in asking why such stuff isn't workinglinograndiotoy wrote:This should help.

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