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Re: Phantom Scatter | Procedural instancing technology [1.4]
Posted: Mon Aug 04, 2014 2:36 pm
by smicha
If the distance between center points <= 2*radius of an object then delete it.
Is it possible to code it?
Re: Phantom Scatter | Procedural instancing technology [1.4]
Posted: Mon Aug 04, 2014 4:58 pm
by rappet
smicha wrote:If the distance between center points <= 2*radius of an object then delete it.
Is it possible to code it?
And the radius then should be an input by user, right?
Re: Phantom Scatter | Procedural instancing technology [1.4]
Posted: Mon Aug 04, 2014 5:32 pm
by Phantom107
The programming is not the problem, smicha. The current build is well over 14,000 lines of code.
The difficulty lies in creating a for the user pleasant method of this feature, that is powerful yet easy to use. For example I imagine you would want it to check all the instances on scattered on the same material. A bush might not be placed near a tree or other bushes but it would ignore the grass... so I gotta come up with something friendly.
Re: Phantom Scatter | Procedural instancing technology [1.4]
Posted: Mon Aug 04, 2014 7:28 pm
by Phantom107
Re: Phantom Scatter | Procedural instancing technology [1.4]
Posted: Mon Aug 04, 2014 7:41 pm
by rappet
Very interesting. I wonder where the progression in development and features will end .. You ome up with interesting stuff everytime
The per-triangle will be very usefull as a seperate feature, because you can make interesting presets in modeling software.
Keep up the good work man
Greetz,
Re: Phantom Scatter | Procedural instancing technology [1.4]
Posted: Tue Aug 05, 2014 5:43 pm
by Phantom107
Guess what?
- Added function 'collision radius' for AREA and CURVE scatter objects. Upon export, instances are put in the 'collision pool', where instances check their radius against each other to check if they will be removed or not. Useful to prevent instance overlap. When 'collision radius' is set to '0', collision checking is ignored.
Before:
After:
I've added everything I wanted to add for Phantom Scatter 1.5. Now only the manual needs to be updated and it's ready to go!

Re: Phantom Scatter | Procedural instancing technology [1.4]
Posted: Tue Aug 05, 2014 6:20 pm
by rappet
Wow! That is überfantastic!
Great job... That is superfeature
Thanx.. Looking forward to work with the new release.
Re: Phantom Scatter | Procedural instancing technology [1.4]
Posted: Wed Aug 06, 2014 3:38 pm
by Phantom107
Phantom Scatter 1.5 is now available! Version 1.5 is packed with a lot of exciting new features.
The updated manual can be downloaded here:
http://guusthissen.nl/downloads/manual.pdf
Here is the full changelog:
- Added feature 'preview visibility', allowing you to hide very demanding scatters from the preview (but still export them)
- Added feature 'draw distance' for AREA scatter objects. Instances will gradually scale down to 0% at the maximum defined range. Instances beyond that will not be exported. A setting of 0 will cause no draw distance to be calculated at all.
- Unactive menus will now fade black
- Right click to exit menu has been removed; instead Escape is now used to exit from menus as well as tools
- HUD element added to provide tooltip information
- Fixed the colors and orientation of the 3 origin axis
- Decreased camera field of view a little
- The HUD now shows when the preview is done computing
- Fixed memory leak issues in PER-TRI and AREA scatter objects
- New scatter object: CURVE scatter, a scatter type that allows you to place custom curves in the scene on a per-project basis
- New PROJECTS module allows you to manage your different projects. Every project will store curve positioning seperately.
- Added function 'create by nodes', allowing you to place 2 nodes to form a curve. Can be placed on geometry or snap to existing nodes.
- Added function 'select all', allowing you to select all nodes in the scene.
- Added function 'select none', allowing to to dedelect all nodes in the scene.
- Added function 'invert selection', allowing you to select unselected nodes, and unselect selected nodes.
- You can now rectangle-select nodes by clicking and dragging the left mouse button. Similar to a realtime strategy game.
- Hold the SHIFT-key while making a rectangle-selection to add nodes to the existing selection.
- Hold the CTRL-key while making a rectangle-seleciton to remove nodes to the existing selection.
- When one or more nodes are selected, the Transform tool will appear. Use the clickable axis/rotation/origin elements.
- Transform tool: click and hold one of the axis elements to drag along a respective axis (X, Y, Z).
- Transform tool: click and hold one of the rotation elements to rotate along a respective axis (RX, RY, RZ).
- Transform tool: click and hold the origin element to drag the TRANSFORM TOOL to a new position on the geometry, wherever you want it. Takes into account the 'node offset' property of the currently selected scatter object. Also has the ability to snap to existing nodes.
- Added function 'position transform tool', allows you to position the transform tool on a position on the geometry or an existing node.
- Added function 'copy', allows you to copy the current select of bezier curves into computer memory
- Added function 'paste', allows you to paste the copied bezier curves in the scene. Copy/paste is ideal for quickly duplicating curves or transferring them into another scatter object and/or project.
- Added function 'delete', allows you to delete the current selection of curves
- Added function 'straighten', allows you to turn the current selection of curves into straight lines
- Added function 'align to control node', allows you align the current selection of control nodes in the same orientation as the control node you choose.
- Added function 'oppose to control node', allows you to align the current selection of control nodes to the opposite orientation as the control node you choose. Ideal for connecting curves seamlessly.
- Added popup menu that displays a message if a problem occurs
- Added scatter object property 'variants' for AREA, PER-TRI, RAY and CURVE scatter objects. When set to 2 or higher, CSV instances will be divided among the variants on export. "_variantX" will be added to CSV filenames, where X is the variant index.
- It has come to my attention that not everyone always carefully names their materials (for AREA and PER-TRI scatter objects). For that purpose I'm now introducing the tool 'rename from OBJ', which allows you to simply pinpoint a face in the scene, and the selected material will be renamed to the material of the face you just selected.
- Added 'draw distance' property for RAY-scatter objects.
- 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 alongside 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 scatter objects.
- Added function 'weighted scatter' for AREA scatter objects. Turning this on will enable a modifier will make the random minimum/maximum scale take the power of the source (perlin noise) into account.
- Added functions 'align x', 'align y' and 'align z' to align the nodes of CURVE scatter objects to a point on the geometry in the scene or an existing node.
- Added function 'flip origin' for CURVE scatter objects, allowing you to flip the origin of the curve. Useful when using the 'inverval' property, because the very first instance starts at the origin.
- Added function 'collision radius' for AREA and CURVE scatter objects. Upon export, instances are put in the 'collision pool', where instances check their radius against each other to check if they will be removed or not. Useful to prevent instance overlap. When 'collision radius' is set to '0', collision checking is ignored.
- The problem where the software crashed when clicking in screen 2 when the software was fullscreen in screen 1 has been fixed.
Re: Phantom Scatter | Procedural instancing technology [1.5]
Posted: Wed Aug 06, 2014 4:57 pm
by smicha
Guus,
You get my money today

Re: Phantom Scatter | Procedural instancing technology [1.5]
Posted: Thu Aug 07, 2014 2:11 am
by Rudi
Hallo...
I use Cinema 4d. I can also use it?
C4D've found nowhere in the thread, so I guess I can not do it well.
or?
Is there something like that, like Carbon Scatter?
Rudi