Lets say I have some nerdy hobby of knowing stuff without understanding itOscar J wrote:Where the heck do you find all those pdf's?
SkIndigo 3.8.6.1
Re: SkIndigo 3.8.6.1
polygonmanufaktur.de
Re: SkIndigo 3.8.6.1
Some kind of fractal density modifier is pretty easy to add, will think about it.Zom-B wrote:Well, you guys deserve itPibuz wrote:Wonderful! And no offence to Zom-B but...A-AH! We're first this time! You want it and you can't have it!!!! A-AH-AH!
Yes, regarding that other Scatter PlugIns have for example a Noise falloff for the randomness!Pibuz wrote:About the test: it's actually cool but I can still se some repetition, which really kills realism.
By this for example scale is also controlled by some noise map, Fractal Breakup called in Surface SPREAD for example (Page 15: http://www.c4d-jack.de/html/downloads/s ... Manual.pdf).
Nature doesn't spread uniformly
Re: SkIndigo 3.8.6.1
Thanks.
The real tricky thing is adding all the options to the GUI without making it too complicated
The real tricky thing is adding all the options to the GUI without making it too complicated
Re: SkIndigo 3.8.6.1
Well, here I suggest to take a look at the way other Scatter PlugIns arrange it...OnoSendai wrote:The real tricky thing is adding all the options to the GUI without making it too complicated
polygonmanufaktur.de
Re: SkIndigo 3.8.6.1
Is it possible to use an image to control scattering? Hue or RGB value maybe. That would work great for mountain ranges where snow stays clear but rocky bits get different densities of rocks on them. Grass on a lawn could be bent on different angles according to a stripey pattern (see attached).
Some Spray or Fur tools have a bend function using a sort of 'wind' effect. This increases naturalness quite a lot on a large scale scenes. Maybe a similar effect could be applied using the sun's position in Indigo?
Maybe a density variable could fade out the scatter density as the distance from the camera increases?
Also, with vegetation, a high density of objects is critical for top-down camera views which highlight the gaps, but far less critical for ones looking from at a low angle (eg across the top of the grass).
Some Spray or Fur tools have a bend function using a sort of 'wind' effect. This increases naturalness quite a lot on a large scale scenes. Maybe a similar effect could be applied using the sun's position in Indigo?
Maybe a density variable could fade out the scatter density as the distance from the camera increases?
Also, with vegetation, a high density of objects is critical for top-down camera views which highlight the gaps, but far less critical for ones looking from at a low angle (eg across the top of the grass).
- Attachments
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- lawn_striping_baseball_field.jpg (53.14 KiB) Viewed 4341 times
Skindigo on 1x 6950x, 1x3970x, 6x3930k, 2x4930k, 3x5930k
Re: SkIndigo 3.8.6.1
Uploaded new build that fixes UV problem.
Re: SkIndigo 3.8.6.1
Not sure if this is a Skindigo issue or Indigo issue, but I'm guessing the former (hence my post here).
None of my external reference are working properly anymore... The texture mapping is all wrong on them... This is happening on all my models, all of which worked previously.
None of my external reference are working properly anymore... The texture mapping is all wrong on them... This is happening on all my models, all of which worked previously.
Re: SkIndigo 3.8.6.1
What kind of external references? linked IGMS? Or do you mean external meshes?bubs wrote:Not sure if this is a Skindigo issue or Indigo issue, but I'm guessing the former (hence my post here).
None of my external reference are working properly anymore... The texture mapping is all wrong on them... This is happening on all my models, all of which worked previously.
Re: SkIndigo 3.8.6.1
Sorry, should have specified.. external mesh .obj files.
Re: SkIndigo 3.8.6.1
Can u send me a simple example scene?
Re: SkIndigo 3.8.6.1
Cheers.
Re: SkIndigo 3.8.6.1
Updated build:
Fixed up tab animation.
Added more decimal points to ScatterEditor spinboxes.
Added support for the simple thin material type.
Fixed material assignment for external OBJ meshes.
Fixed up tab animation.
Added more decimal points to ScatterEditor spinboxes.
Added support for the simple thin material type.
Fixed material assignment for external OBJ meshes.
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