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Re: Phantom Scatter | Procedural instancing technology [1.5]
Posted: Sun Dec 07, 2014 8:30 am
by cyNickalCyn
I love the brush solution! I never thought to suggest it considering Vue makes use of that idea for painting ecosystems and I use that program a lot!
Re: Phantom Scatter | Procedural instancing technology [1.5]
Posted: Sun Dec 07, 2014 10:47 am
by rappet
'Brush scatter'!?
Wow, that is a great feature!
Re: Phantom Scatter | Procedural instancing technology [1.5]
Posted: Mon Dec 08, 2014 10:57 pm
by Phantom107
I have the brush working now! It works projective-based, so just point at geometry and shoot away. I did some tests with a 'feathered' brush but that doesnt work well at all in practice. So I'll take out the 'core radius' and 'feather radius' properties and just give a bunch of differently sized brushes. After some testing I've come to realise that that'd be the most user friendly. Unless you guys have suggestions?
In the example above the scatter counts have been exaggerated. I think that for grass, AREA-scatter is still by far better, but this feature is going to be awesome for bigger types of plants.
Doing this, I also got a new idea that may make scattering a bit easier. I'll do some tests and if it turns into anything good I'll let you guys know.

Re: Phantom Scatter | Procedural instancing technology [1.5]
Posted: Mon Dec 08, 2014 11:54 pm
by p3taoctane
This going to great for placing larger objects on specific areas without having to generate a map to go by
Excellent .... excited to use it
Thanks
Peter
Re: Phantom Scatter | Procedural instancing technology [1.5]
Posted: Tue Dec 09, 2014 12:12 am
by Phantom107
Now that you mention it... I was making this for natural object scatters, but maybe I should also incorporate some sort of system in this scatter mode that allows you to set a specific Z-axis rotation when placing individual instances... then it can also be used for precise non-natural objects like cars, street lights and chairs... I'll think of something. I would be very happy to make PER-TRI scatter mode obsolete and let you do ALL of the instancing inside Phantom Scatter.
Re: Phantom Scatter | Procedural instancing technology [1.5]
Posted: Tue Dec 09, 2014 12:27 am
by p3taoctane
Re: Phantom Scatter | Procedural instancing technology [1.5]
Posted: Tue Dec 09, 2014 10:12 pm
by Phantom107
It works! When placing instances with a specific z-orientation, they will be treated a little bit different from the other placed instanced. The property 'normal on face' will be ignored. These instances also have a green vector to show the orientation at which you placed them.
Next up is to get exporting and erasing to work. I think it'll also be handy to be able to move existing instances around.
Re: Phantom Scatter | Procedural instancing technology [1.5]
Posted: Thu Dec 11, 2014 8:34 pm
by Phantom107
Exporter is working now aswell.
This is definately the best addition to Phantom Scatter ever. There are a whole lot of applications for this.
You can freely add or remove instances from the scene. I also implemented an AutoCAD-like 'match properties' feature that lets you paint over existing instances to change their host (the scatter object that determines the properties). I can't wait to see what you guys can pull off with this kind of flexibility...
Interface screenshot:
Octane Render:
I should note that when 1.6 releases, I'll leave out the new compiler, as it's creating problems with the DRM. So that will be added once the DRM has been made compatible.
Re: Phantom Scatter | Procedural instancing technology [1.5]
Posted: Thu Dec 11, 2014 8:50 pm
by rappet
Yeah baby!
Re: Phantom Scatter | Procedural instancing technology [1.5]
Posted: Sun Dec 14, 2014 2:25 pm
by Phantom107
I've given the Phantom Scatter 1.6 interface a visual upgrade. It is now much easier to look at your scene geometry with precision. That will come in handy when painting individual instances.
You guys will be receiving the 1.6 update once I've updated the manual.
