Scatter Tests

General questions about Indigo, the scene format, rendering etc...
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lycium
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Re: Scatter Tests

Post by lycium » Fri Mar 01, 2013 5:39 am

CTZn wrote:
lycium wrote:
OnoSendai wrote:Fewer, better fibres.
*ahem* Nick, please make sure nobody sees this on your screen while it's rendering...
Everybody would see it, as soon as you provide them with the option. The topic was the shape of the fibers, and it was improved indeed compared with the previous render :/
Hmm, I mean, it looks a little... uhh... just copy another one of those hairy balls next to it...

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PureSpider
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Re: Scatter Tests

Post by PureSpider » Fri Mar 01, 2013 11:16 am

Thanks for proving inception can be done... plargh :|

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CTZn
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Re: Scatter Tests

Post by CTZn » Fri Mar 01, 2013 5:30 pm

I'm missing two points in one thread x_x' :arrow: :arrow:

BTW could someone paint decent beard maps for the infinite head ? like: density, length... colour ?

Oh rofl just got ya lyc oh lol woops. One point left.
obsolete asset

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OnoSendai
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Re: Scatter Tests

Post by OnoSendai » Thu Jun 27, 2013 9:50 am

Did a little more work on grass scattering and material:
Attachments
grass_scatter_test7.jpg

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wlf_alex
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Re: Scatter Tests

Post by wlf_alex » Fri Jun 28, 2013 9:29 am

I like it !
ArchiCAD 14, Cinema 4D r13, IndigoRender, VrayforC4D

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OnoSendai
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Re: Scatter Tests

Post by OnoSendai » Fri Jun 28, 2013 10:10 am

wlf_alex wrote:I like it !
Thanks. It's surprisingly difficult to make realistic grass.

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Pibuz
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Re: Scatter Tests

Post by Pibuz » Sat Jun 29, 2013 12:40 am

DON'T TELL US ARCHVIZers! :lol: :lol:
Wonderful job Ono!

..have you found some spare time to think about the camera shift "abnormality" I pointed out some time ago?

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OnoSendai
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Re: Scatter Tests

Post by OnoSendai » Sat Jun 29, 2013 12:53 am

Pibuz wrote:DON'T TELL US ARCHVIZers! :lol: :lol:
Wonderful job Ono!

..have you found some spare time to think about the camera shift "abnormality" I pointed out some time ago?
What was that? Linky?

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Pibuz
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Re: Scatter Tests

Post by Pibuz » Sat Jun 29, 2013 1:13 am


StompinTom
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Re: Scatter Tests

Post by StompinTom » Sun Jun 30, 2013 9:53 pm

OnoSendai wrote:Did a little more work on grass scattering and material:
Looking cool! Is it possible to control density with BW textures? The way to get good, random grass in Blender is to give it a Group (list of objects) from which to pick objects to scatter. The more objects, the more random / natural it can look.

Can we get some ISL samples for this kind of stuff? Off on vacation for the next while, but will get back into the swing of things after that...

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Re: Scatter Tests

Post by StompinTom » Wed Apr 09, 2014 8:22 am

Would it be possible to get some of that scattering ISL code to play with? I'm keen to work past Blender particle export -> Indigo as it is very very slow :D

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arc en ciel
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Re: Scatter Tests

Post by arc en ciel » Sun Aug 21, 2016 12:00 pm

hello
I tried scatter function in animation with a static camera.
unfortunatly this is not always correct... :(
as you can see in this animation test, blocks scattered on the terrain have some vibrations du to variation's scatter function. the first part is correct, no vibration, the second part is vibrating...differences in scatter's result, of course the scatter settings are always the same, I run 6 sequences and got 3 sequences with differences
5 sec. Animation

instead of the camera if a world zero reference point was available for scatter generation, animation could be possible :?:

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zeitmeister
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Re: Scatter Tests

Post by zeitmeister » Sun Aug 21, 2016 10:05 pm

Yes, access would be awesome!


Cheers, zeiti
Cheers, David



DAVIDGUDELIUS // 3D.PORTFOLIO
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Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64

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arc en ciel
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Re: Scatter Tests

Post by arc en ciel » Tue Aug 23, 2016 4:59 am

8) it works !!
including scatter function in animation with static camera is working if evenness is 0.0
so i put these values

Code: Select all

		<seed>1</seed>
		<view_culling>false</view_culling>
		<orient_normal>false</orient_normal>
		<scale_std_dev>0</scale_std_dev>
		<height_std_dev>0</height_std_dev>
		<evenness>0.0</evenness>
and render again the same previous vibrating sequence and all is fine
:D yesssssss EDIT : it's 98% perfect

Image

if an option for world's zero point could be use for reference instead camera, moving camera in scattered environnement might be possible.

Edit2 : an other try with 2 scatters,
Image
one with 6 protos using material restriction area function and second scatter with one object everywhere, it's 800x600 around 35spp per frame.
Last edited by arc en ciel on Tue Aug 30, 2016 10:53 pm, edited 1 time in total.

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arc en ciel
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Re: Scatter Tests

Post by arc en ciel » Sat Aug 27, 2016 5:52 am

animation of the world around a satic camera :
<evenness>0</evenness>
<view_culling>false</view_culling>
but still some differences noticeable in the foreground
2 scatters in action :
one with 6 protos using material restriction area function and second scatter with one object everywhere, it's 800x600 around 51 spp (3 mn on my hardware, laptop i7 2.4GhZ) per frame. I denoised via photoshop.
Image
Last edited by arc en ciel on Tue Aug 30, 2016 10:52 pm, edited 2 times in total.

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