Landscapes

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contegufo
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Re: Landscapes

Post by contegufo » Tue Jun 28, 2016 4:53 am

I tried using Surface Spread a few hundred trees but the export process was too long and I stopped. SurfaceSpred probably is not the best solution with Indigo.
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pixie
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Re: Landscapes

Post by pixie » Tue Jun 28, 2016 7:08 am

contegufo wrote:I tried using Surface Spread a few hundred trees but the export process was too long and I stopped. SurfaceSpred probably is not the best solution with Indigo.
perhaps you should set 'current state to object'

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zeitmeister
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Re: Landscapes

Post by zeitmeister » Tue Jun 28, 2016 7:30 am

Surface Spread, MoGraph and Forester are not the best solution for scattering large amounts of instances, because they "listen" to an editor-/scene-refresh permanently.
It's the same problem like the Cindigo Material preview with using large textures; Cinema tries to refresh permanently.
Only Carbonscatter doesn't so! It generates all full instances only at render time, which means at export, so that the c4d Editor window doesn't do anything.
For large, performant amounts of instances imho CS is the only solution for C4D.
Though it's very bitchy sometimes.


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contegufo
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Re: Landscapes

Post by contegufo » Tue Jun 28, 2016 7:50 am

Vue d'esprit and Bryce?
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zeitmeister
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Re: Landscapes

Post by zeitmeister » Wed Jun 29, 2016 3:50 am

contegufo wrote:Vue d'esprit and Bryce?
... and how would you export them to Indigo?


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contegufo
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Re: Landscapes

Post by contegufo » Wed Jun 29, 2016 10:17 am

The first step of experiments with C4D + Surface SPREAD; 1000 cubes, material FSS.
Attachments
spread.jpg
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yonosoy
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Re: Landscapes

Post by yonosoy » Wed Jun 29, 2016 9:49 pm

Thank you Zeitmeister. Your explanation is exact.
Arc en ciel, could you please post an example of material scattering with cubes instead of trees? I'm not able to get it working...

Zenith 91º, focal length 200 mm.
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landscape_Aj_2.jpg
"... nor 0.2 galaxys, nor 0.8 little chikens ..."

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arc en ciel
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Re: Landscapes

Post by arc en ciel » Thu Jun 30, 2016 12:02 am

I like your image , very sweet, wonderful.
is the moon 3d object ?
Arc en ciel, could you please post an example of material scattering
i'll post something in :arrow: "into the wild's thread" soon

Edit : when you 'll copy paste scatter code in your igs from C4D, you need to change the scatter's uid
I recommand to paste the scatter code at the end of the file and according the precedent objet's uid, change it

Code: Select all

  <scatter>
		<uid>change this number according your sequence</uid>
the scatter's name in UI

Code: Select all

<name>
you can run many prototype's objects
<proto_object_groups>
each one reference to mesh uid
exemple : you want scatter a tree named "myTree", search "myTree" in igs file, you'll find a model2 tag, this tag reference to a mesh, use this (uid) mesh reference in scatter's proto

Code: Select all

<proto_object_group>
				<geometry_uid>13052</geometry_uid>
from the model2 tag "myTree", copy paste materials reference in proto

Code: Select all

				<materials>
					<material_uid>8</material_uid>
          <material_uid>9</material_uid>
          <material_uid>10</material_uid>
				</materials>
and off course you need to reference the target's object, in this case it is the model2's uid asked

Code: Select all

<target_object_uid>12</target_object_uid>
the tag about material target is not recordable
Last edited by arc en ciel on Thu Jun 30, 2016 5:01 am, edited 1 time in total.

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yonosoy
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Re: Landscapes

Post by yonosoy » Thu Jun 30, 2016 4:59 am

Hi arc en ciel.
Thank you. The moon is at real scale trough atmosphere.

This is the procedure I follow more or less for the scatter. I´m waiting for some info on how to use the material slot. I´m not able to do it work. Also seems that the IGS or PIGS don´t save the info about this slot. The other day you post here an example that seems to work, but don´t worry, I´ll wait for some Ono´s example. :)
Thank you again.
"... nor 0.2 galaxys, nor 0.8 little chikens ..."

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OnoSendai
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Re: Landscapes

Post by OnoSendai » Thu Jun 30, 2016 5:21 am

Here's an example.
Attachments
scatter_material_test.pigs
(983.88 KiB) Downloaded 234 times

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yonosoy
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Re: Landscapes

Post by yonosoy » Thu Jun 30, 2016 5:39 am

Sorry Ono. I had express myself in a bad way.
Of course it works when a simple material is selected, but don´t works at the moment when the material is part of a blended one. The goal is to instance over the soil but not over the rock, two materials of the same slope blended material. Hope that it works in the future and so many thanks for your time.
"... nor 0.2 galaxys, nor 0.8 little chikens ..."

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OnoSendai
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Re: Landscapes

Post by OnoSendai » Thu Jun 30, 2016 5:47 am

Ok.
Probably the best way to do that is with a shader.
You can define evalCreate() to not create the object (return false) when the slope is too high.

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yonosoy
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Re: Landscapes

Post by yonosoy » Tue Aug 02, 2016 9:17 am

I understand Ono, but with my few words of ISL is out of my actual possibilities (for much more over).

169 k samples/s, 2000 samples per pixel in 5 hours. 26 millions of instances. If I instanciated the back patch the igs file has over 2 gigas of space; in this case I can´t open the file to scatter the grass and the bushes.
Anybody knows about a XML editor capable of that?
Attachments
landscape_Ai.jpg
"... nor 0.2 galaxys, nor 0.8 little chikens ..."

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arc en ciel
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Re: Landscapes

Post by arc en ciel » Tue Aug 02, 2016 11:25 am


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yonosoy
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Re: Landscapes

Post by yonosoy » Thu Sep 15, 2016 9:17 pm

Thanks arc en ciel, but vim don´t open a 4 gb file :) . Obviusly the way is to proceed with the internal indigo´s scatter.

Some drama in earth simulation.
Attachments
landscape_Ak.jpg
"... nor 0.2 galaxys, nor 0.8 little chikens ..."

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