Scatter Tests

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

Post by OnoSendai » Wed Dec 19, 2012 4:43 am

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!
So you can make hairy mountains? :)

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Re: Scatter Tests

Post by FakeShamus » Wed Dec 19, 2012 4:57 am

ha! I was thinking more like rolling grassy hills... with maybe a fuzzy stanford bunny frolicking around.

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CTZn
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Re: Scatter Tests

Post by CTZn » Wed Dec 19, 2012 6:23 am

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!
Ticket #520 got bumped !
tracker wrote:The hair primitive requires a tip and base radii, plus interpolation power between those. Expectedly hairs would be caped (closed volumes).
Anything you would like to add on the feature ? Here's your post 1 year ago for reference:
http://www.indigorenderer.com/forum/vie ... 24#p112324
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Re: Scatter Tests

Post by FakeShamus » Thu Dec 20, 2012 2:02 am

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.

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Re: Scatter Tests

Post by CTZn » Thu Dec 20, 2012 2:32 am

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 :)
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Re: Scatter Tests

Post by neo0. » Thu Dec 20, 2012 11:04 pm

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
Image

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Re: Scatter Tests

Post by wlf_alex » Fri Dec 21, 2012 9:10 pm

fused wrote:With trees and atmospheric scattering :)

Rendered over night.
When these tools are available in indigo (cindigo)?
ArchiCAD 14, Cinema 4D r13, IndigoRender, VrayforC4D

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Re: Scatter Tests

Post by OnoSendai » Fri Dec 21, 2012 11:56 pm

wlf_alex wrote:
fused wrote:With trees and atmospheric scattering :)

Rendered over night.
When these tools are available in indigo (cindigo)?
We're still deciding exactly how they should work. Having said that it might not be too long.

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Re: Scatter Tests

Post by CTZn » Sat Dec 22, 2012 3:34 am

OnoSendai wrote:
wlf_alex wrote:
fused wrote:With trees and atmospheric scattering :)

Rendered over night.
When these tools are available in indigo (cindigo)?
We're still deciding exactly how they should work. Having said that it might not be too long.
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...
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Re: Scatter Tests

Post by OnoSendai » Sat Dec 22, 2012 3:40 am

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...
Distance from what?

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Re: Scatter Tests

Post by PureSpider » Sat Dec 22, 2012 3:57 am

From each instance to each other, I assume.

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Re: Scatter Tests

Post by CTZn » Sat Dec 22, 2012 6:51 am

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.
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Re: Scatter Tests

Post by galinette » Sat Dec 22, 2012 7:16 am

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.
Voronoi is a tesselation algorithm based on a point distribution, it is not a point distribution!

For hair, Poisson Disk distribution rules, it's not the simplest, but there are dozens of papers about it.

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Re: Scatter Tests

Post by CTZn » Sat Dec 22, 2012 8:03 am

Ah I understand, much appreciated !

Hold on, poissons have no hairs !!!
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Re: Scatter Tests

Post by OnoSendai » Tue Feb 19, 2013 10:46 am

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!
Attachments
grass7.png
grass6.png
grass5.png

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