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Re: RhinoGrow? Phantom Scatter?
Posted: Mon May 05, 2014 2:36 pm
by waterthinking
Hello
I am a little lost here; what would be the advantages/inconveniences of using PS versus RhinoGrow (new release with scatter)
Thanks in advance
Re: RhinoGrow? Phantom Scatter?
Posted: Mon May 05, 2014 10:12 pm
by newske
waterthinking wrote:Hello
I am a little lost here; what would be the advantages/inconveniences of using PS versus RhinoGrow (new release with scatter)
Thanks in advance
Hi,
If you're after a long list of features and more expansive tools, you'll want to go with PS - as it allows you to use perlin noise, etc.
The downside is you need to export to another software, and then import again - really the only purpose of RG is to bring similar functionality into Rhino, and save on the exporting / importing process altogether! RG will hopefully be simple but fast and efficient to use...
I'll have a beta up next weekend hopefully - so you might as well try both and see which suits your workflow!
Cam
Re: RhinoGrow? Phantom Scatter?
Posted: Tue May 06, 2014 3:12 pm
by Bendbox
Hi Cam,
That was a good explanation! Just curious if you'd had a chance to read over my thoughts on RG a few posts up? Any of that possible, or a total pain to do and not worth your time? Thanks, I'm looking forward to trying out RG.
Re: RhinoGrow? Phantom Scatter?
Posted: Fri May 09, 2014 4:57 am
by newske
Bendbox wrote:
1) it would be great, if there was an "erase" tool for the populated surfaces. For example, let's say you've got a scene with a road, building, sidewalks etc. In addition to populating the vegetation areas, it would be nice to be able to erase areas of your instances to make room for something like a flower bed area, or additional sidewalk, etc. I know a work around would be to create a separate surface area for the flower bed, etc, but having an erase tool would make the process more fluid and artistic. Especially when the clients comes back and tells you they like everything but want to add that extra playground, or picnic area, or path, flower bed, etc, after you've already got everything else looking just right -- then you can just remove the necessary areas.
2) the second thought, would be if there was a "brush" tool. This is purely artistic, but this would allow the user to "paint" the instances on a surface. Normal direction would of course need to be controlled while doing this. But this would be very useful for "man made landscaping" areas where there are paths, etc. It would be a very fluid and artistic way of controlling where the instances are.
Thanks Cam, glad you're developing this.
Hi Bendbox,
This sounds interesting, but is moderately difficult and I unfortunately don't have the time at the moment! The best way to deal with it in the meantime is as you suggest - just modify the surfaces/meshes that you're going to scatter on before using the tool. It's also most likely much easier to "paint off" than "paint on" hah.
The intent of this software will be primarily to be a 'one click solution', ie. limited but extremely straightforward functionality - such that there's very little time messing around and you can very quickly populate objects/regions!
I'll see how things go in beta - if there's a lot of interest I will consider devoting more time to it in the future and extending functionality, and in the much longer term integrate some
IVY!
Export of course is here to stay, and I'm getting some fantastic results with Octane.
As for timeline, the plan is to release this weekend barring any other issues - will give you an update shortly.
Re: RhinoGrow? Phantom Scatter?
Posted: Fri May 09, 2014 8:22 am
by prehabitat
I'm keen for this too, Very much like the idea of a simple & flexible option.
Flexible foliage, density, path, etc?
looking forward to seeing what you come up with.
A.
Re: RhinoGrow? Phantom Scatter?
Posted: Fri May 09, 2014 2:24 pm
by Bendbox
newske wrote:
Hi Bendbox,
This sounds interesting, but is moderately difficult and I unfortunately don't have the time at the moment! The best way to deal with it in the meantime is as you suggest - just modify the surfaces/meshes that you're going to scatter on before using the tool. It's also most likely much easier to "paint off" than "paint on" hah.
The intent of this software will be primarily to be a 'one click solution', ie. limited but extremely straightforward functionality - such that there's very little time messing around and you can very quickly populate objects/regions!
I'll see how things go in beta - if there's a lot of interest I will consider devoting more time to it in the future and extending functionality, and in the much longer term integrate some
IVY!
Export of course is here to stay, and I'm getting some fantastic results with Octane.
As for timeline, the plan is to release this weekend barring any other issues - will give you an update shortly.
Yes, IVY would be awesome! I think if you and, us user's here, can get out the word on this tool, it will generate a lot of interest. Those of us that do any kind of professional visualization desperately need tools like this in Rhino!
Re: RhinoGrow? Phantom Scatter?
Posted: Thu Aug 07, 2014 7:37 am
by Phantom107
I just released Phantom Scatter 1.5! It's packed with various new scattering features, for anyone who's interested:
http://render.otoy.com/forum/viewtopic. ... 70#p197761
Re: RhinoGrow? Phantom Scatter?
Posted: Mon Sep 01, 2014 10:51 am
by justix
Hi phantom, I'm start working with the PS script I bought from you BUT as loading my OBJ nothing comes to screen, should I just export the surfaces were I need to implement a scattering object or the entire model? still confuse though..I understand the PS script will read materials and I can apply an object scattering to that specific material belonging to a surface? I'll try to eport a surface out of my object abd try again