Page 25 of 48

Re: Phantom Scatter | Procedural instancing technology [1.6]

Posted: Thu Jan 15, 2015 9:26 pm
by p3taoctane
If gives it a solid appearance without too much video ram being used.... Love the idea : > )))

Re: Phantom Scatter | Procedural instancing technology [1.6]

Posted: Fri Jan 16, 2015 11:49 am
by Phantom107
Have you guys seen this: http://render.otoy.com/forum/viewtopic.php?f=9&t=44337 ?

It is entirely possible to build in a feature that generates an OBJ with a bunch of geometry layers for you, so you can use that with the technique in the topic I linked.

Re: Phantom Scatter | Procedural instancing technology [1.6]

Posted: Sun Feb 15, 2015 5:09 pm
by Phantom107
Been using Phantom Scatter to create tree populations for my eco-themed human ships in my Android videogame technology project, Titan Rush.

Image

Re: Phantom Scatter | Procedural instancing technology [1.6]

Posted: Sun Feb 15, 2015 5:31 pm
by rappet
:D :) ;) :o :lol: :P :mrgreen:

Re: Phantom Scatter | Procedural instancing technology [1.6]

Posted: Sat Mar 07, 2015 5:59 pm
by Phantom107
I'm working on a small update, should not take too long to develop.

Re: Phantom Scatter | Procedural instancing technology [1.6]

Posted: Wed Mar 11, 2015 12:20 pm
by Phantom107
I am pleased to announce that CLOUD-scatter is coming to Phantom Scatter 1.7!

Big thanks to Octane user profbetis, who shared the idea for this technique in this topic: http://render.otoy.com/forum/viewtopic.php?f=9&t=44337

Since I have a full GUI in Phantom Scatter, I decided it would be convenient if it was possible to just generate an OBJ for this based off some properties, rather than modeling it yourself. This allows you to modify it quickly and since it is a seperate OBJ, you won't clutter up your scene OBJ with it.

The following properties can be defined:

- SIZE
- HEIGHT
- LAYERS
- LAYER SPACING

Then it will simply generate an OBJ file for you. The Octane Render material will take care of the rest and can be customized greatly (and fully procedurally).

Via Twitter, Top Glimps asked me what was with the flat bottoms of the clouds. What it essentially is, is the very lowest cloud layer... I have not yet been able to solve this in any way so if anybody has a clever fix, that'd be awesome. I think the solution lies in modifying the Octane material in some way or another.

I will post a screenshot of the Phantom Scatter GUI on this as soon as I have the graphical problems with the updated graphics renderer fixed.

Image

Re: Phantom Scatter | Procedural instancing technology [1.6]

Posted: Wed Mar 11, 2015 12:21 pm
by smicha
Awesome!

Can we have 'less flat' clouds from their bottom side?

Re: Phantom Scatter | Procedural instancing technology [1.6]

Posted: Wed Mar 11, 2015 12:24 pm
by rappet
smicha wrote:Awesome!

Can we have 'less flat' clouds from their bottom side?
Agree!!!
Nice job Phantom

and agree

Re: Phantom Scatter | Procedural instancing technology [1.6]

Posted: Wed Mar 11, 2015 12:37 pm
by Phantom107
As stated, I don't have a solution for this... the Octane Render cloud material is full 3D and so the bottom and top layers essentially cut it off. :(

Maybe someone has an idea on how to fix this? Maybe with a special turbulence generator?

Re: Phantom Scatter | Procedural instancing technology [1.6]

Posted: Wed Mar 11, 2015 12:44 pm
by Phantom107
Here is the scene: http://guusthissen.nl/downloads/clouds.orbx

(Saved with Octane Render 2.15)