Phantom Scatter [1.12.2] Export and press CTRL+V in Octane!

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Phantom107
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Hey Rikk the Gajin, I took a look into your problems. ;)

1. The first problem is that since your geometry does not have a material applied, Phantom Scatter has problems recognising it to use it as a 'scatter surface', the term used inside the GUI. Basically what you need to do is assign a material to the geometry (material properties don't matter) and give it a nice, clean, and possible re-usable name. Then when you import the OBJ, you will notice that when you try to create scatter surface using SCATTER SURFACES > CREATE FROM OBJ, your material name is nicely listed and usable as a scatter surface.

It is important to know that materials inside your *.OBJ are essentially scatter surfaces inside Phantom Scatter. So if you were to create new geometry in there with a different material name, that geometry would not get scattered upon unless you applied any of your scatter objects on it. This way you can create different kinds of scatters inside the same *.OBJ.

I didn't know this was even possible, as the *.OBJ models in my workflow always have a standard material applied to them. I will make sure the manual is updated soon!

2. It seems the geometry of your model is at an insanely big scale. Phantom Scatter was designed for architecture (by yours truly) so is designed to work with meters. When I open up your model inside Phantom Scatter, Blender or Octane, it is insanely big. I'm not sure that's intended? What goes wrong is that the triangles become so large that it introduces inaccuracies to the way the matrices are calculated to determine the instances... Basically the scale should be fixed and the detail should be improved.

What I did was open it up in Blender and scale it to 10%:

Image

Then I applied a subdivision surface to improve the quality a lot:

Image

Next up I just imported it into Phantom Scatter, made a scatter object with a POPULATION setting of 100 and a RANGE MIN of 0 and RANGE MAX of 100, and exported. In Octane it now looks like this:

Image

That is 377,000 tree instances!

The weird gaps are gone completely and everything looks alright. I'm using my tutorial tree *.OBJ file to scatter around (which is to scale) and now you see how big your terrain actually is, and this is only on 10% of it's original size!

In the case that your terain is actually to scale (so meters), that means you should improve the tessellation a whole deal so the triangles become small enough to do accurate calculations on.

I hope that helps you out! I'm always on standby for help if needed. :)
Rikk The Gaijin
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Thank you Guus for the support! 8-)
The reason why it's so big it's because it was exported with meters as unit scale. When you import it into Octane you need to set it to centimeters, otherwise yes, it will be huge. ;)
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Phantom107
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A quick heads up, I'm working on update 1.8 b which will include some really cool new features. ;)
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Phantom107
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Development pic!

If you know what this is, you'll be very excited for the next release... :!:


Image
Rikk The Gaijin
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Great! Billboard scatter is what I need! 8-)
It will be too late to use this in my current scene, but I will use it for sure in future projects.
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Phantom107
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I've programmed it so the billboards tie in seamlessly with your AREA, BRUSH and IMAGE-BASED scatters. These scatter objects will have a new property: BILLBOARDING.

Basically all you have to do is determine the distance that your scatter objects should turn into billboards. Phantom Scatter calculates the rest automatically! You scatter properties are taking into account too (perlin noise placement, range min/max, area scale, draw distance, collision radius, scale min/max, normal on face, ranndom xy-flip, random xy-variation, variants and weighted scatter).

In this pic I've set that the regular instances will be turned into billboards from a distance of 6 meters to the Phantom Scatter camera.

This is going to be really great for making things like grassy fields... you have your ultra high detail grass up close, and in the distance you get uber-fast-to-render billboards.

The billboards are generated as CSV data too. So just link up a billboard OBJ model and it'll work.

Really the only drawback is that you have to create custom billboard textures/materials, so you will need to orthographically render some of your OBJ meshes in a seperate octane scene so you can capture the alpha channel, diffuse map and normal map from them.

Image
Rikk The Gaijin
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How do you decide where the camera is to orient the billboard to it?
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Phantom107
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Simple, the position they will orient to is the Phantom Scatter camera that you move around in the GUI. So just move that to where you want them to orient to and hit export!
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rappet
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Is billboard scatter makes my heart goes boom boom!
Curious to see some actual render work done using this feature showing the benefit of it.
(Foresting?)

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Rikk The Gaijin
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I wish I had this two weeks ago :lol:
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