I'm sure you do ! ;)Oscar J wrote:Glad i didn't update then!
Hopefully it's something that can be set with an update of Qt ?
Cheers,
Laurent aka Tartiflette. :)
I'm sure you do ! ;)Oscar J wrote:Glad i didn't update then!
Have attached an example scene.StompinTom wrote:For scenes with loads of instances, could there be an option to group objects that reference the same mesh in the UI? The list gets very long with 1 000 000 instances!
Also, any sample ISL code for mesh scattering available?
Great!OnoSendai wrote:Have attached an example scene.StompinTom wrote:For scenes with loads of instances, could there be an option to group objects that reference the same mesh in the UI? The list gets very long with 1 000 000 instances!
Also, any sample ISL code for mesh scattering available?
Making multiple different scatters should work.StompinTom wrote:Great!OnoSendai wrote:Have attached an example scene.StompinTom wrote:For scenes with loads of instances, could there be an option to group objects that reference the same mesh in the UI? The list gets very long with 1 000 000 instances!
Also, any sample ISL code for mesh scattering available?
Is it possible to define multiple target object uids? Or would it be more correct to make a separate scatter for each target object? Just thinking of two different objects occupying same position...
Seems quite slow to warm up: I changed the density to 200 and it choked for a while. Spent a lot of time subdividing then didn't get past processing the environment map... Not trying it on my best setup as I am overseas atm, so could just be a technical issue on my side.OnoSendai wrote:Making multiple different scatters should work.StompinTom wrote:
Great!
Is it possible to define multiple target object uids? Or would it be more correct to make a separate scatter for each target object? Just thinking of two different objects occupying same position...
I know, I'm mostly whining :) It would be great to be able to do 10 000 blades of grass / m^2, for example, but I suppose even that gets out of hand quite quickly :POnoSendai wrote:Hi Tom,
Bear in mind that the density is number of objects per square metre.
So if you have a large area, that will be a lot of objects. (with a density of 200 objects/m^2).
Ah unfortunately I work almost exclusively with Blender + Rhino these days :P Haven't had much reason to switch, and it's hard enough to get into two APIs as it is! I've had to do a lot of pure production lately, so I've just had to buckle down with what I know in order to get everything out. Will take a look at CS though, sounds interesting!kklors wrote:Tom you work with Blender right? In case you don't I can highly recommend Carbon Scatter 2.
I know it's not a solution to suggest other workarounds or a purchase, but quite honestly no matter what 3d program or scatterer I ever had to deal with in my lifetime, CS just blows everything out of the water so hard it's not even funny. It works great with Indigo as well and exports very fast too.
Can't speak for Maya, but if you happen to do stuff with Max or C4D as well I'd really say if you once have it, there's no way back. (Not an e-on salesman here.)
https://www.youtube.com/watch?v=bQ2NEmlOPYw
Made some viewport speedtests a month or so ago. The lower left is C4D's render instances.
http://abload.de/img/plugincomparisonkjjqn.jpg
There was a crash when changing displacement in the GUI, this is fixed now for the next release.fourzeronine wrote:displacement maps with blended materials crash every time.
I already used this feature quite frequently in my latest projects and am very happy with the results!Oscar J wrote:I might be wrong, but are there enough reflections in the arch glass? My window and glass panels are looking more like soap bubbles than glass ATM.
Thank you. :-)OnoSendai wrote:There was a crash when changing displacement in the GUI, this is fixed now for the next release.fourzeronine wrote:displacement maps with blended materials crash every time. :-(
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