Landscapes
Re: Landscapes
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.
Mac Mini 2011 - 2,3 GHz Intel Core i5
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https://www.behance.net/Paolo_Conti
16 GB 1333 MHz DDR3 - Intel HD Graphics 3000 512 Mb.
Samsung SSD 860 EVO 500GB - MacOS High Sierra 10.13.6
https://www.behance.net/Paolo_Conti
- pixie
- Posts: 2332
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Re: Landscapes
perhaps you should set 'current state to object'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.
- zeitmeister
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Re: Landscapes
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.
Cheers, zeiti
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.
Cheers, zeiti
Cheers, David
DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
Re: Landscapes
Vue d'esprit and Bryce?
Mac Mini 2011 - 2,3 GHz Intel Core i5
16 GB 1333 MHz DDR3 - Intel HD Graphics 3000 512 Mb.
Samsung SSD 860 EVO 500GB - MacOS High Sierra 10.13.6
https://www.behance.net/Paolo_Conti
16 GB 1333 MHz DDR3 - Intel HD Graphics 3000 512 Mb.
Samsung SSD 860 EVO 500GB - MacOS High Sierra 10.13.6
https://www.behance.net/Paolo_Conti
- zeitmeister
- Posts: 2010
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Re: Landscapes
... and how would you export them to Indigo?contegufo wrote:Vue d'esprit and Bryce?
Cheers, zeiti
Cheers, David
DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
Re: Landscapes
The first step of experiments with C4D + Surface SPREAD; 1000 cubes, material FSS.
Mac Mini 2011 - 2,3 GHz Intel Core i5
16 GB 1333 MHz DDR3 - Intel HD Graphics 3000 512 Mb.
Samsung SSD 860 EVO 500GB - MacOS High Sierra 10.13.6
https://www.behance.net/Paolo_Conti
16 GB 1333 MHz DDR3 - Intel HD Graphics 3000 512 Mb.
Samsung SSD 860 EVO 500GB - MacOS High Sierra 10.13.6
https://www.behance.net/Paolo_Conti
Re: Landscapes
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.
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.
"... nor 0.2 galaxys, nor 0.8 little chikens ..."
- arc en ciel
- Posts: 138
- Joined: Tue Apr 12, 2016 2:33 am
Re: Landscapes
I like your image , very sweet, wonderful.
is the moon 3d object ?
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
the scatter's name in UI
you can run many prototype's objects
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
from the model2 tag "myTree", copy paste materials reference in proto
and off course you need to reference the target's object, in this case it is the model2's uid asked
the tag about material target is not recordable
is the moon 3d object ?
i'll post something in "into the wild's thread" soonArc en ciel, could you please post an example of material scattering
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>
Code: Select all
<name>
each one reference to mesh uid<proto_object_groups>
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>
Code: Select all
<materials>
<material_uid>8</material_uid>
<material_uid>9</material_uid>
<material_uid>10</material_uid>
</materials>
Code: Select all
<target_object_uid>12</target_object_uid>
Last edited by arc en ciel on Thu Jun 30, 2016 5:01 am, edited 1 time in total.
Re: Landscapes
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.
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 ..."
Re: Landscapes
Here's an example.
- Attachments
-
- scatter_material_test.pigs
- (983.88 KiB) Downloaded 235 times
Re: Landscapes
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.
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 ..."
Re: Landscapes
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.
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.
Re: Landscapes
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?
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?
"... nor 0.2 galaxys, nor 0.8 little chikens ..."
- arc en ciel
- Posts: 138
- Joined: Tue Apr 12, 2016 2:33 am
Re: Landscapes
https://en.wikipedia.org/wiki/Vim_%28text_editor%29
Really beautiful image !
Really beautiful image !
Re: Landscapes
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.
Some drama in earth simulation.
"... nor 0.2 galaxys, nor 0.8 little chikens ..."
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