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Octane Scatter Issue
Posted: Tue Mar 31, 2020 12:08 am
by vx1k
Hi, I've been experiencing this issue with Octane Scatter for a while where it clones in a grid like fashion.
I am using version V4.05-R7 on R19.068, Scatter is set to "Surface" distribution, seed is different on every scatter, I'm using megascans grass, if that matters.
Scatter will work normally on a flat plane that is not made editable, right when I make it editable and try to sculpt it, it goes ape shit.
Attached is the screenshot and project file.
Thanks

Re: Octane Scatter Issue
Posted: Tue Mar 31, 2020 3:11 pm
by frankmci
You've already got a Random Effector in there, so you can add a little X Z position randomness to compensate for this quirk of Scatter.
Re: Octane Scatter Issue
Posted: Tue Mar 31, 2020 4:09 pm
by vx1k
frankmci wrote:You've already got a Random Effector in there, so you can add a little X Z position randomness to compensate for this quirk of Scatter.
Thanks dude, I already knew about that little fix. I am looking for some insight as to why this issue occurs and if it's a glitch. Instead of just slapping a band-aid on it every time.
Re: Octane Scatter Issue
Posted: Tue Mar 31, 2020 5:13 pm
by aoktar
Hope you don't expect a help for a file which is named as SHIT****
Re: Octane Scatter Issue
Posted: Tue Mar 31, 2020 5:21 pm
by vx1k
aoktar wrote:Hope you don't expect a help for a file which is named as SHIT****
Haha sorry! I was just messing around, I can rename it if you'd prefer

Re: Octane Scatter Issue
Posted: Tue Mar 31, 2020 6:34 pm
by frankmci
vx1k wrote:
Thanks dude, I already knew about that little fix. I am looking for some insight as to why this issue occurs and if it's a glitch. Instead of just slapping a band-aid on it every time.
I suspect it's something like an interference pattern between the pseudo-random number generator, the number of duplicates, and the number of faces in the mesh, primarily on meshes with non-rectangular topology. If you play around with the numbers of duplicates or the numbers/positions of polygons in Scatter, you'll often see that they conform to the mesh structure more strongly for certain quantity ranges than others, and sometimes you can get these odd moire patterns in the distribution. With certain other quantities/ranges, the effect vanishes.
It's probably one of those things where the developer has to make a trade-off between speed/responsiveness and approaching "true" randomness. For many applications, the current system works fine and is plenty snappy. If you need to push it farther, like with a prairie full of grass seen from high altitude, you can introduce another layer of randomness with an effector, a texture map, etc.
Re: Octane Scatter Issue
Posted: Tue Mar 31, 2020 7:14 pm
by aoktar
frankmci wrote:
It's probably one of those things where the developer has to make a trade-off between speed/responsiveness and approaching "true" randomness. For many applications, the current system works fine and is plenty snappy. If you need to push it farther, like with a prairie full of grass seen from high altitude, you can introduce another layer of randomness with and effector, a texture map, etc.
Distribution algorithm has been designed for speed for archivis. So it cannot be doing best distribution, but does it fast for high amount of clones. We're close to an improved distribution addon as how much appreciated.
Re: Octane Scatter Issue
Posted: Mon Apr 06, 2020 2:07 am
by cjadams
doesn’t the plugin have its own scatter tech? or using C4d’s one? “multi-cloner” - will that still work?
Re: Octane Scatter Issue
Posted: Wed May 06, 2020 8:08 pm
by frankmci
cjadams wrote:doesn’t the plugin have its own scatter tech? or using C4d’s one? “multi-cloner” - will that still work?
Yes, we're talking about the Octane Plugin's own scatter tech. Yes, you can still use C4D's various ways of doing mass cloning and it works, but you won't get the huge speed and memory boost you get from doing it natively on the GPU within Octane.
Re: Octane Scatter Issue
Posted: Thu May 14, 2020 12:00 pm
by RoshayRenderer
hello, i'm having a an issue with Octane Scatter that ive been experiencing and seeing in forums but no solution so far. I have a tree that i applied to the Octane scatter that stands straight up normally bon its own but when i put it in the Octane scatter it lays down on its side and i cant rotate them at all. Theyre stuck. Ive tried using the rotation parameters in Scatter, setting normal align to 0, normal threshold and c4d axis rotation. NOTHING works, ugh. I wish this function was more user friendly like c4d cloner is. This was suppose to be an easier solution substitute for cloner but ive been stuck trying to figure this out for the past 3 hours. Man, Little things like this makes octane super frustrating to use. Even the manual wasnt helpful in pointing me in the proper direction . This should be an easy fix .
Can someone help me with what i'm doing wrong please ?
thanks in advance