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Re: SkIndigo 3.6.8.1

Posted: Wed Aug 06, 2014 8:40 am
by Pibuz
Seems very very cool! Thanks Ono!

Seems to work very very well! Thanks!
One useful option to add is choose if keeping the scattered object z-axis vertical or make it normal to the surface it's scattered onto. That is useful i.e. for trees in the first case and grass strands in the second.

Re: SkIndigo 3.6.8.1

Posted: Wed Aug 06, 2014 9:35 am
by OnoSendai
Pibuz wrote:Seems very very cool! Thanks Ono!

Seems to work very very well! Thanks!
One useful option to add is choose if keeping the scattered object z-axis vertical or make it normal to the surface it's scattered onto. That is useful i.e. for trees in the first case and grass strands in the second.
Good idea, will add, thanks!

Re: SkIndigo 3.6.8.1

Posted: Wed Aug 06, 2014 12:14 pm
by ak-sam
Thanks Ono, I have it going much better now..I had some components within components screwing it up.

I'll keep testing.

My 2nd grass render is attached.
I can easily improve on this (better material on each blade, more randomness & weeds, better distribution of buttercups etc)..but it's looking good for a quickie!

I'm using "triblades" (3 individual blades per component) and have about 15,000 of those per square metre...seems to look OK. I'm using phong (approx 1.2) and bump map on each blade, but double-sided thin might look better...translucency would be perfect.


One more idea: Can we change the scatter density within Indigo? (not a biggie).

Re: SkIndigo 3.6.8.1

Posted: Wed Aug 06, 2014 4:50 pm
by Zom-B
ak-sam wrote:... and have about 15,000 of those per square metre...
this is really awesome!
This would take soooo long to export as usual instances...

Re: SkIndigo 3.6.8.1

Posted: Wed Aug 06, 2014 8:06 pm
by Pibuz
yeah, this tool changes lives :lol:
I'm thinking of fields of grass.....endless fur carpets........ :D

Re: SkIndigo 3.6.8.1

Posted: Wed Aug 06, 2014 9:22 pm
by bubs
not to mention those hairy monkeys! :lol:

Re: SkIndigo 3.6.8.1

Posted: Thu Aug 07, 2014 1:28 am
by Oscar J
bubs wrote:not to mention those hairy monkeys! :lol:
What did you just call me? :evil:

Re: SkIndigo 3.6.8.1

Posted: Thu Aug 07, 2014 1:37 am
by bubs
moi!?

Re: SkIndigo 3.6.8.1

Posted: Thu Aug 07, 2014 2:15 am
by Oscar J
Awwwwww :lol:

Re: SkIndigo 3.6.8.1

Posted: Thu Aug 07, 2014 2:45 am
by bubs
Oscar J wrote:Awwwwww :lol:
now now! let's not get soppy, it was more of a portrait than a present! :wink:

Re: SkIndigo 3.6.8.1

Posted: Thu Aug 07, 2014 3:09 am
by Pibuz
@Ono: I think that now it's time to remove the glass acceleration checkbox in the advanced properties panel of SkIndigo :wink:

Re: SkIndigo 3.6.8.1

Posted: Thu Aug 07, 2014 6:06 am
by Oscar J
bubs wrote:
Oscar J wrote:Awwwwww :lol:
now now! let's not get soppy, it was more of a portrait than a present! :wink:
Sigh, you just had to ruin that for me, didn't you?

:cry:

Re: SkIndigo 3.6.8.1

Posted: Fri Aug 08, 2014 12:16 am
by OnoSendai
Updated builds.
* Set minimum required Indigo version to 3.8.8.
* Nested components are now handled properly when used as a scattered object.
* Added orient towards normal option for scatters.
* added view culling ('Only in camera view') option for scattering.

Re: SkIndigo 3.6.8.1

Posted: Fri Aug 08, 2014 6:32 pm
by Juju
OnoSendai wrote:Updated builds.
* Set minimum required Indigo version to 3.8.8.
* Nested components are now handled properly when used as a scattered object.
* Added orient towards normal option for scatters.
* added view culling ('Only in camera view') option for scattering.
** thumbsup **

Re: SkIndigo 3.8.6.1

Posted: Sun Aug 10, 2014 2:04 am
by OnoSendai
Updated builds.
Added scatter 'object groups'. This allows a single scatter to pick from amongst a group of objects when choosing which object to place at a given point.
Each object in the group has a weight which determines how likely it is to be chosen.

Also added settings for overall scale variation and height variation. These set the standard deviation of the variation.

Let me know if there are any bugs, otherwise looking forward to seeing some tests!