Hmm, I mean, it looks a little... uhh... just copy another one of those hairy balls next to it...CTZn wrote: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 :/lycium wrote:*ahem* Nick, please make sure nobody sees this on your screen while it's rendering...OnoSendai wrote:Fewer, better fibres.
Scatter Tests
Re: Scatter Tests
- PureSpider
- Posts: 1459
- Joined: Tue Apr 08, 2008 9:37 am
- Location: Karlsruhe, BW, Germany
- Contact:
Re: Scatter Tests
I'm missing two points in one thread x_x'
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.
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
Re: Scatter Tests
Thanks. It's surprisingly difficult to make realistic grass.wlf_alex wrote:I like it !
Re: Scatter Tests
DON'T TELL US ARCHVIZers!
Wonderful job Ono!
..have you found some spare time to think about the camera shift "abnormality" I pointed out some time ago?
Wonderful job Ono!
..have you found some spare time to think about the camera shift "abnormality" I pointed out some time ago?
Re: Scatter Tests
What was that? Linky?Pibuz wrote:DON'T TELL US ARCHVIZers!
Wonderful job Ono!
..have you found some spare time to think about the camera shift "abnormality" I pointed out some time ago?
-
- Posts: 1828
- Joined: Mon Sep 04, 2006 3:33 pm
Re: Scatter Tests
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.OnoSendai wrote:Did a little more work on grass scattering and material:
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...
-
- Posts: 1828
- Joined: Mon Sep 04, 2006 3:33 pm
Re: Scatter Tests
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
- arc en ciel
- Posts: 138
- Joined: Tue Apr 12, 2016 2:33 am
Re: Scatter Tests
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
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
- zeitmeister
- Posts: 2010
- Joined: Tue Apr 22, 2008 4:11 am
- Location: Limburg/Lahn, Germany
- Contact:
Re: Scatter Tests
Yes, access would be awesome!
Cheers, zeiti
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
- arc en ciel
- Posts: 138
- Joined: Tue Apr 12, 2016 2:33 am
Re: Scatter Tests
it works !!
including scatter function in animation with static camera is working if evenness is 0.0
so i put these values
and render again the same previous vibrating sequence and all is fine
yesssssss EDIT : it's 98% perfect
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,
one with 6 protos using material restriction area function and second scatter with one object everywhere, it's 800x600 around 35spp per frame.
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>
yesssssss EDIT : it's 98% perfect
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,
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.
- arc en ciel
- Posts: 138
- Joined: Tue Apr 12, 2016 2:33 am
Re: Scatter Tests
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.
<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.
Last edited by arc en ciel on Tue Aug 30, 2016 10:52 pm, edited 2 times in total.
Who is online
Users browsing this forum: No registered users and 18 guests