Page 14 of 48
Re: Phantom Scatter | Procedural instancing technology [1.3]
Posted: Sun Jun 22, 2014 12:55 pm
by Phantom107
Phantom Scatter 1.4 is now available!
To check out the new features, please see the
Development section on the renewed website:
> Visit the Phantom Scatter website!

Re: Phantom Scatter | Procedural instancing technology [1.4]
Posted: Sun Jun 22, 2014 6:55 pm
by rappet
That is very good news
Congrats and thanx.
Re: Phantom Scatter | Procedural instancing technology [1.4]
Posted: Sun Jun 22, 2014 9:02 pm
by Aaaaahole
Awesome, been looking forward to this version. Thanks Guus & team.
Re: Phantom Scatter | Procedural instancing technology [1.4]
Posted: Mon Jun 23, 2014 3:26 pm
by cyNickalCyn
Hi All,
Long time watcher, first time poster!
I'd bought this product last night as I really would like to spice up my renders with some really nice scattered items like grass and such, from what I've seen in other people renders with Phantom there's been some very impressive results!
I was trying to use some custom grass meshes but I can't get them to work!
I have the pivot point dead centre on the grass mesh.
The tutorial grass works ok with the designed CSV file but the custom grass doesn't spawn on it at all! completely avoids the designated area entirely!
Thanks,
Nick
Re: Phantom Scatter | Procedural instancing technology [1.4]
Posted: Mon Jun 23, 2014 6:19 pm
by Phantom107
Yeah there were actually more people with that problem

... I'll put a warning in the new manual!
Re: Phantom Scatter | Procedural instancing technology [1.4]
Posted: Mon Jun 23, 2014 10:37 pm
by p3taoctane
Quick try with a few of my fav characters
Nice new Interface
Re: Phantom Scatter | Procedural instancing technology [1.4]
Posted: Tue Jun 24, 2014 7:31 am
by slepy8
ok, one question.
Does phantom scatter give any advantages in performance and RAM usage?
I tried - using Cinema 4D - hair and cloner to prepare grass field. When exporting the scene to GPU's i reach my RAM of 16GB (not VRAM of GPU's - I'm talking about computer's memory) and the scene crashes. (big load of grass indeed.
I know my computer needs a big rebuild but it's not the case.
The question is: does Phantom Scatter use some different methods to build clones, so RAM doesn't go that highly loaded? Or is it just another "easier to use" method of scattering and can be replaced with native 3D software tools?
Re: Phantom Scatter | Procedural instancing technology [1.4]
Posted: Tue Jun 24, 2014 7:51 am
by Phantom107
The tole that Phantom Scatter takes on the RAM is pretty much negligible.
It takes advantage of the instancing feature in Octane. Basically what you do is load up OBJ models you want to scatter around, and link them to positioning/orientation/scale data (a CSV file). PS generates this data.
Just send me an e-mail (address is on the website) and you can try a 7-day demo.

Re: Phantom Scatter | Procedural instancing technology [1.4]
Posted: Tue Jun 24, 2014 10:41 am
by slepy8
Hey Phantom.
Thanks for your answear.
I wokr only with Cinema 4D plugin so in C4D I have all the tools I need.
But thanks very much for the offer

Re: Phantom Scatter | Procedural instancing technology [1.4]
Posted: Tue Jun 24, 2014 3:06 pm
by Phantom107