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Scatter and poly count

Posted: Fri Jun 09, 2017 2:22 pm
by Kretschi
Hi,

I see that the distribution of the Octane Scatter depends on the topology of the object (in Surface mode)
This behaviour is mostly not so useful...

Is this a bug or do I miss something?

Is there a way to get an even distribution without changing the topology?


Thanks, Andreas.

Re: Scatter and poly count

Posted: Fri Jun 09, 2017 7:41 pm
by aoktar
It's about its algorithm not a bug. You can use cloner for better distribution or fix the topology.

Re: Scatter and poly count

Posted: Fri Jun 09, 2017 8:34 pm
by Kretschi
aoktar wrote:It's about its algorithm not a bug. You can use cloner for better distribution or fix the topology.

Is it possible to chose a different algorithm in future updates?
Cloner is not an option when dealing with ten-thousands of clones..
topology is also not handy when I have a big landscape and need only high polycount on certain spots...


Thanks again!

Re: Scatter and poly count

Posted: Sat Jun 10, 2017 6:53 pm
by TonyBoy
Just thinking about your issue, could you avoid the local sub-division by using Octane Displacement with a vertex map and/or a height map image. That would permit a uniform distribution using the Octane algorithm.

Re: Scatter and poly count

Posted: Sat Jun 10, 2017 9:20 pm
by Kretschi
TonyBoy wrote:Just thinking about your issue, could you avoid the local sub-division by using Octane Displacement with a vertex map and/or a height map image. That would permit a uniform distribution using the Octane algorithm.
Hi,

That would be a possibility but I need to sculpt certain area's by hand...

Andreas.

Re: Scatter and poly count

Posted: Sun Jun 11, 2017 2:37 pm
by Terryvfx
Can't you just use a general scatter object and then use several more with custom geometry patches to clone onto? this option should give you more control anyways.

Re: Scatter and poly count

Posted: Sun Jun 11, 2017 6:43 pm
by Kretschi
Terryvfx wrote:Can't you just use a general scatter object and then use several more with custom geometry patches to clone onto? this option should give you more control anyways.
What do you mean with 'custom geometry patches'?


Thanks.

Re: Scatter and poly count

Posted: Sun Jun 11, 2017 8:19 pm
by aoktar
Kretschi wrote:
Terryvfx wrote:Can't you just use a general scatter object and then use several more with custom geometry patches to clone onto? this option should give you more control anyways.
What do you mean with 'custom geometry patches'?


Thanks.
Dummy distribution object with better tesellation.

Re: Scatter and poly count

Posted: Sun Jun 11, 2017 8:50 pm
by Kretschi
aoktar wrote:
Kretschi wrote:
Terryvfx wrote:Can't you just use a general scatter object and then use several more with custom geometry patches to clone onto? this option should give you more control anyways.
What do you mean with 'custom geometry patches'?


Thanks.
Dummy distribution object with better tesellation.

Yes, that is what I also did. (it's only not so handy when I change my original in a later stage...)


Thanks.