So you can make hairy mountains?FakeShamus wrote: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!
Scatter Tests
Re: Scatter Tests
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Re: Scatter Tests
ha! I was thinking more like rolling grassy hills... with maybe a fuzzy stanford bunny frolicking around.
Re: Scatter Tests
Ticket #520 got bumped !FakeShamus wrote: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!
Anything you would like to add on the feature ? Here's your post 1 year ago for reference:tracker wrote:The hair primitive requires a tip and base radii, plus interpolation power between those. Expectedly hairs would be caped (closed volumes).
http://www.indigorenderer.com/forum/vie ... 24#p112324
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Re: Scatter Tests
They could be closed volumes or flat, I guess, depending on what you need them for. And having some sort of texture-based or ISL control of the scattering (exactly what reminded me of it above) and direction of the hairs, as well as texture or ISL based coloring. for example, each hair would inherit the color of whatever point on the surface they are being scattered from. Blender already has a lot of these options for hair, so I'm mostly thinking in terms of translating that into Indigo.
Re: Scatter Tests
Yes, basically hair systems are instances individually deformed by an assigned input curve. Since the exported curves are at the basis of the system it makes sense to introduce curve based primitives at an earlier stage.
This is being OT, sorry Nick
This is being OT, sorry Nick
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Re: Scatter Tests
Hehe it's not terragen, but its looking pretty neat. Was it rendered with sun/sky. It would be pretty cool if we could make things like this in indigo
- wlf_alex
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Re: Scatter Tests
When these tools are available in indigo (cindigo)?fused wrote:With trees and atmospheric scattering
Rendered over night.
ArchiCAD 14, Cinema 4D r13, IndigoRender, VrayforC4D
Re: Scatter Tests
We're still deciding exactly how they should work. Having said that it might not be too long.wlf_alex wrote:When these tools are available in indigo (cindigo)?fused wrote:With trees and atmospheric scattering
Rendered over night.
Re: Scatter Tests
Please consider adding a min and max scattering distances, each optional. I'm not sure wether the distance should be in world scale or relative to the target density...OnoSendai wrote:We're still deciding exactly how they should work. Having said that it might not be too long.wlf_alex wrote:When these tools are available in indigo (cindigo)?fused wrote:With trees and atmospheric scattering
Rendered over night.
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Re: Scatter Tests
Distance from what?CTZn wrote:
Please consider adding a min and max scattering distances, each optional. I'm not sure wether the distance should be in world scale or relative to the target density...
- PureSpider
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Re: Scatter Tests
Yes, the distance between points, because hairs have a much more caracteristic distribution than trees do.
Granted, a valid solution might be different than I suggested. and edit: a voronoi distribution would do the job I assume.
Granted, a valid solution might be different than I suggested. and edit: a voronoi distribution would do the job I assume.
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Re: Scatter Tests
Voronoi is a tesselation algorithm based on a point distribution, it is not a point distribution!CTZn wrote:Yes, the distance between points, because hairs have a much more caracteristic distribution than trees do.
Granted, a valid solution might be different than I suggested. and edit: a voronoi distribution would do the job I assume.
For hair, Poisson Disk distribution rules, it's not the simplest, but there are dozens of papers about it.
Etienne
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
Re: Scatter Tests
Ah I understand, much appreciated !
Hold on, poissons have no hairs !!!
Hold on, poissons have no hairs !!!
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Re: Scatter Tests
Some fully procedural grass tests.
Made from some parametric surfaces in a patch, then scattered over the ground plane.
This is just using a simple diffuse material, so obviously the final thing will look much better!
Made from some parametric surfaces in a patch, then scattered over the ground plane.
This is just using a simple diffuse material, so obviously the final thing will look much better!
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