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Re: Phantom Scatter [1.7 b] Now supports IMAGE-based-scatter!

Posted: Mon May 04, 2015 11:43 am
by ajayvishwakarma
How do i get the demo /trail version link before going for license version

Kindly do revert.

Re: Phantom Scatter [1.7 b] Now supports IMAGE-based-scatter!

Posted: Mon May 04, 2015 11:49 am
by Phantom107
Simply contact me at [email protected] and I can get you a demo

Re: Phantom Scatter | Automatized instancing solution

Posted: Tue May 05, 2015 5:21 pm
by coilbook
I read phantom can do rain. Is phantom 3ds max plugin that can render rain using octane or all files must be send out of the max for rendering Thanks

Re: Phantom Scatter [1.7 b] Now supports IMAGE-based-scatter!

Posted: Tue May 05, 2015 6:04 pm
by Phantom107
Phantom Scatter is a seperate program, but if you can import the resulting *.CSV (the scatter data) in Octane for 3DS Max, that should work pretty well.

Re: Phantom Scatter [1.7 b] Now supports IMAGE-based-scatter!

Posted: Fri May 08, 2015 5:05 pm
by Phantom107
Working on Phantom Scatter 1.8. :)

Added some useful camera tools in the GUI's top-right.

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Re: Phantom Scatter [1.7 b] Now supports IMAGE-based-scatter!

Posted: Fri May 08, 2015 6:33 pm
by rappet
'Zoom (to) all' would be nice ;)

Re: Phantom Scatter [1.7 b] Now supports IMAGE-based-scatter!

Posted: Fri May 08, 2015 8:08 pm
by Phantom107
rappet wrote:'Zoom (to) all' would be nice ;)
I've just implemented a 'camera picker', basically you click on a position inside your 3D model and then the camera will snap to it. :)

Re: Phantom Scatter [1.7 b] Now supports IMAGE-based-scatter!

Posted: Fri May 08, 2015 10:35 pm
by Phantom107
Also new: a smooth eraser for BRUSH-scatter! Very useful to create soft edges.

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Re: Phantom Scatter [1.7 b] Now supports IMAGE-based-scatter!

Posted: Fri May 08, 2015 11:48 pm
by Bendbox
Phantom107 wrote:Also new: a smooth eraser for BRUSH-scatter! Very useful to create soft edges.
Added some useful camera tools in the GUI's top-right.
AWESOME!!!

Re: Phantom Scatter [1.7 b] Now supports IMAGE-based-scatter!

Posted: Wed May 13, 2015 6:32 pm
by Phantom107
Phantom Scatter 1.8 is now available!

All licensees should have gotten an e-mail with the download. If not, please contact me!

Visit the website here: http://guusthissen.nl/scatter/

» Renamed function 'flip q/e movement' has been renamed to 'flip up/down'.
» Small fixes in the manual.
» Added function 'movement layout', allowing you to switch between QWERTY and AZERTY keyboard layouts for camera movement.
» Added function 'vertical flip' for IMAGE-BASED-scatter. Allows you to flip an imported image vertically.
» Added more camera controls in the top-right corner of the screen.
» Movement speed of the camera can now be ajusted: 0.1X, 1X, 10X, 100X or 1000X speed and a picker function where you can pinpoint anywhere on the geometry and then the camera will snap to that position.
» Added function 'erase multiple (smooth)' for BRUSH-scatter, allowing you to erase out instances just like 'erase multiple', except now the brush is essentially feathered. That means it will erase from 100% from the center of the brush tool to 0% at the edges of the brush tool. Useful to smooth out the edges of areas painted with a lot of instances. The tool is used by pressing the left mouse button where you want. Holding it down to stroke (like BRUSH MULTIPLE) introduces inaccuracies so that is blocked for your convenience. Just keep clicking where you want to erase.
» Huge optimizations in memory usage, imported models are now up to 60% smaller in RAM. A side effect is that the functions 'wireframe' and 'transparency' had to be removed. Small loss in options, big gain in RAM efficiency and thus importable model size.
» Improved camera movement, very direct control instead of smoothed.
» In the function 'scatter' to select a scatter surface, the scatter objects that are enabled for the current scatter surface are now marked with *.

I also experimented with the decimal precision of exported CSV files, which is 0.0001 m (0.1 mm) in previous versions of Phantom Scatter and this remains unchanged. I tried with various precisions and the difference in VRAM by the GPU is 0%. So better have it as precise as it is now.

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