Scatter Tests

General questions about Indigo, the scene format, rendering etc...
User avatar
OnoSendai
Developer
Posts: 6241
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Scatter Tests

Post by OnoSendai » Tue Dec 18, 2012 5:58 am

Thought I'd make a new thread for tests of the built-in scattering tool in Indigo, that is currently in development.

The scatter tool allows you to scatter objects over the surface of some other object. You can control the scale, orientation, density etc.. with ISL shaders.

Some old scatter renders can be found in this thread:
http://www.indigorenderer.com/forum/vie ... =7&t=11528

User avatar
OnoSendai
Developer
Posts: 6241
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Re: Scatter Tests

Post by OnoSendai » Tue Dec 18, 2012 6:02 am

Scattering teapots over a fractal mountain range, just waiting for a tree model :)

There are 1138984 (~1 million) teapots here, out of 20 million 'candidate' objects. Candidate objects were rejected based on altitude, and if they are out of the camera view frustrum.
Attachments
terrain_shader_test6.jpg

StompinTom
Indigo 100
Posts: 1828
Joined: Mon Sep 04, 2006 3:33 pm

Re: Scatter Tests

Post by StompinTom » Tue Dec 18, 2012 6:31 am

Brilliant! Is it possible to make a 'noisy' falloff? So that it's a bit more of a raggedy, random falloff at altitude and to further randomize the look?

By the way, if you need a tree model, give me a shout, I've got plenty!

User avatar
OnoSendai
Developer
Posts: 6241
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Re: Scatter Tests

Post by OnoSendai » Tue Dec 18, 2012 6:34 am

StompinTom wrote:Brilliant! Is it possible to make a 'noisy' falloff? So that it's a bit more of a raggedy, random falloff at altitude and to further randomize the look?

By the way, if you need a tree model, give me a shout, I've got plenty!
Yup, the treeline is already a bit noisy. All that stuff you can change in the ISL.

Yves is working on converting a tree model from Zom-b currently, will shout if I need one, cheers!

User avatar
wlf_alex
Posts: 99
Joined: Tue Aug 28, 2012 9:26 pm
Location: Russia-Moscow, Spain-Alicante
Contact:

Re: Scatter Tests

Post by wlf_alex » Tue Dec 18, 2012 7:42 am

OnoSendai wrote:Scattering teapots over a fractal mountain range, just waiting for a tree model :)

There are 1138984 (~1 million) teapots here, out of 20 million 'candidate' objects. Candidate objects were rejected based on altitude, and if they are out of the camera view frustrum.
:shock: UNBELIEVABLE !!!
ArchiCAD 14, Cinema 4D r13, IndigoRender, VrayforC4D

User avatar
fused
Developer
Posts: 3648
Joined: Fri Sep 22, 2006 7:19 am
Location: Berlin, Germany
3D Software: Cinema 4D

Re: Scatter Tests

Post by fused » Tue Dec 18, 2012 10:38 pm

With trees and atmospheric scattering :)

Rendered over night.
Attachments
terrain_shader_fixed_trees.png

User avatar
ENSLAVER
Posts: 399
Joined: Tue Feb 20, 2007 1:49 am

Re: Scatter Tests

Post by ENSLAVER » Tue Dec 18, 2012 11:23 pm

DAYYYUMMMM

StompinTom
Indigo 100
Posts: 1828
Joined: Mon Sep 04, 2006 3:33 pm

Re: Scatter Tests

Post by StompinTom » Tue Dec 18, 2012 11:48 pm

Terragen much? :D

Looks awesome!

That's actually quite relevant for a project I'm working on ;)

By the way, how do you change a parameter based on altitude? For albedo, which does "eval(vec3 pos) vec3:", you can just multiply by "pos.z", but how do you set that up for bump / displace, which does "eval() real:"?

User avatar
pixie
Indigo 100
Posts: 2332
Joined: Sat Dec 29, 2007 4:54 am
Location: Away from paradise
3D Software: Cinema 4D
Contact:

Re: Scatter Tests

Post by pixie » Wed Dec 19, 2012 12:01 am

It would be sweet if the material could itself present some sort of variation.

User avatar
OnoSendai
Developer
Posts: 6241
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Re: Scatter Tests

Post by OnoSendai » Wed Dec 19, 2012 12:03 am

StompinTom wrote: By the way, how do you change a parameter based on altitude? For albedo, which does "eval(vec3 pos) vec3:", you can just multiply by "pos.z", but how do you set that up for bump / displace, which does "eval() real:"?
You can call posOS() which returns the object-space position. I only just made this work though so I don't think it has been released yet.

FakeShamus
Posts: 512
Joined: Wed May 02, 2007 11:34 am

Re: Scatter Tests

Post by FakeShamus » Wed Dec 19, 2012 1:13 am

Pretty darn nice!
Looking forward to scattering some trees of my own.

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Re: Scatter Tests

Post by CTZn » Wed Dec 19, 2012 3:08 am

A scale randomisation factor would do much good to the scatter. I did something similar to MtI based on Maya particles, with a parameter ranging from 0 to 1. If the value is 0.5 say, the output scale would range from 0.5 to 1.5 (+/- 0.5). With this implementation the output scale can range from zero up to twice the original scale.

Nice scenery !

and edit: Indigo scatter is available since the early 3.4 series, see here for the test scene down the first post.
obsolete asset

FakeShamus
Posts: 512
Joined: Wed May 02, 2007 11:34 am

Re: Scatter Tests

Post by FakeShamus » Wed Dec 19, 2012 4:19 am

is scattering along a displaced surface already implemented though? I thought that was brand new...

User avatar
OnoSendai
Developer
Posts: 6241
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Re: Scatter Tests

Post by OnoSendai » Wed Dec 19, 2012 4:37 am

FakeShamus wrote:is scattering along a displaced surface already implemented though? I thought that was brand new...
It's implemented in our code, not released yet though.

FakeShamus
Posts: 512
Joined: Wed May 02, 2007 11:34 am

Re: Scatter Tests

Post by FakeShamus » Wed Dec 19, 2012 4:39 am

ok thanks - hey, can I use this moment to restate my request for a hair primitive? seems like it would go hand-in hand with this new stuff!

Post Reply
65 posts

Who is online

Users browsing this forum: No registered users and 3 guests