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Re: Phantom Scatter | Procedural instancing technology [1.5]
Posted: Thu Nov 13, 2014 3:36 pm
by claptogether
Phantom107 wrote:I was considering it but I'm keeping it the way it is for now. Maybe in the future.

Then would it be possible to pay in advance, for say, 4-5 years?
Re: Phantom Scatter | Procedural instancing technology [1.5]
Posted: Thu Nov 13, 2014 4:37 pm
by Phantom107
Sure, no problem!
Re: Phantom Scatter | Procedural instancing technology [1.5]
Posted: Sat Nov 29, 2014 9:32 pm
by cyNickalCyn
Re: Phantom Scatter | Procedural instancing technology [1.5]
Posted: Wed Dec 03, 2014 6:39 pm
by Phantom107
It's been awhile but I'm going to pick up development again and make some new things.

Re: Phantom Scatter | Procedural instancing technology [1.5]
Posted: Wed Dec 03, 2014 6:57 pm
by rappet
Phantom107 wrote:It's been awhile but I'm going to pick up development again and make some new things.

Cannot wait to see the next new things

Keep us posted.
Re: Phantom Scatter | Procedural instancing technology [1.5]
Posted: Wed Dec 03, 2014 8:13 pm
by Phantom107
Is anybody using Octane Render + Blender ?
Currently, it is not possible to import CSV files into this setup. If you, like me, would really like to have this feature, please make a post about it in the topic here:
http://render.otoy.com/forum/viewtopic.php?f=32&t=43674
Re: Phantom Scatter | Procedural instancing technology [1.5]
Posted: Thu Dec 04, 2014 10:44 pm
by Phantom107
Very good news! After some fiddling around I got Phantom Scatter compiled with the Microsoft Visual Studio 2012 compiler! What this means is that Phantom Scatter will no longer be running in a 'safe' runtime, but in a format native to Windows. Essentially it boils down to the following:
Benefits
- Faster code execution throughout the entire program
- Faster OBJ import
- Faster interface interaction
- Faster scatter previews
- Faster CSV export
- Room for more (demanding) features
Drawbacks
- Windows XP is no longer supported
- Debugging will be more difficult
Re: Phantom Scatter | Procedural instancing technology [1.5]
Posted: Sat Dec 06, 2014 9:01 pm
by Phantom107
I am very happy to announce that BRUSH-scatter is coming to Phantom Scatter 1.6!
BRUSH scatter combines the technology behind all the other scatter modes and allows you to
hand-paint instances in your scene. I imagine this is especially powerful to landscaping! I have the placement tool of individual instances is working already. The next step for me is to develop the 3D brush that will allow you to paint multiple instances at a time like trees and bushes. Just point at your OBJ geometry and Phantom Scatter will do all the hard work.
- Phantom Scatter now runs in a format native to Windows: a high performance environment. Everything in and around the program executes at a much higher efficiency: faster OBJ import, faster interface interaction, faster scatter previews, faster CSV export. Windows XP is not longer supported.
- Fixed help text for function 'scatter'.
- You will not be able to set 1-20 variants instead of 1-10 variants in function 'variants'.
- Added the foundation for a new scatter type: BRUSH scatter. The BRUSH scatter is used to custom-paint instances around your scene, without taking materials into account. You will be able to use brush tools to design specific scatters, or place individual ones (trees!). The BRUSH scatter objects have support for weighting based on the perlin noise (octaves). So you can paint them around, but still create a
very randomized appearance.
- Added 'octane start', 'octave end', 'random octaves', 'seed', 'random seed', 'area scale', 'draw distance', 'collision radius', 'scale min', 'scale max', 'normal on face', 'random z-rotation', 'random z-variation', 'random xy-flip', 'random xy-variation', 'variants', 'weighted scatter' properties for BRUSH scatter objects.
- Added 'population', 'brush core radius', 'brush feather radius', 'eraser core radius' and 'eraser feather radius' properties for BRUSH scatter objects. With these properties you can define how many instances will be placed in a radius of 1 m of the mouse-3D cursor, as well as give you the ability to determine a different brush / eraser size for each scatter object. This can greatly improve workflow. Use it wisely.
- Added 'paint multiple', 'paint individual' and 'erase' tools for BRUSH scatter objects.
- You will now be given a confirmation popup message whenever you export CSV. It will also display how many instances have been exported.
- Upgraded popup message graphics. Eye candy.
- You will now be given a popup message that warns you when trying to add a scatter object with a name that already exist in another scatter type. This also applies to material and project names.
- Add function 'archicad fix'. Apparently ArchiCAD cannot export single sides faces (placed for PER-TRI scatter). This function prevents downward pointing instances from exporting, effectively removing the unnecessary doubles.
I'll keep you guys updated on the development.
Re: Phantom Scatter | Procedural instancing technology [1.5]
Posted: Sat Dec 06, 2014 9:27 pm
by p3taoctane
love the brush solution
Painting randomly on surfaces is such a useful solution.
Thanks Much!!! looking forward to it
Peter
Re: Phantom Scatter | Procedural instancing technology [1.5]
Posted: Sun Dec 07, 2014 12:17 am
by whersmy
Yes!!