Scatter Tests

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

Post by OnoSendai » Tue Dec 18, 2012 5:58 am

Thought I'd make a new thread for tests of the built-in scattering tool in Indigo, that is currently in development.

The scatter tool allows you to scatter objects over the surface of some other object. You can control the scale, orientation, density etc.. with ISL shaders.

Some old scatter renders can be found in this thread:
http://www.indigorenderer.com/forum/vie ... =7&t=11528

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OnoSendai
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Re: Scatter Tests

Post by OnoSendai » Tue Dec 18, 2012 6:02 am

Scattering teapots over a fractal mountain range, just waiting for a tree model :)

There are 1138984 (~1 million) teapots here, out of 20 million 'candidate' objects. Candidate objects were rejected based on altitude, and if they are out of the camera view frustrum.
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terrain_shader_test6.jpg

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Re: Scatter Tests

Post by StompinTom » Tue Dec 18, 2012 6:31 am

Brilliant! Is it possible to make a 'noisy' falloff? So that it's a bit more of a raggedy, random falloff at altitude and to further randomize the look?

By the way, if you need a tree model, give me a shout, I've got plenty!

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Re: Scatter Tests

Post by OnoSendai » Tue Dec 18, 2012 6:34 am

StompinTom wrote:Brilliant! Is it possible to make a 'noisy' falloff? So that it's a bit more of a raggedy, random falloff at altitude and to further randomize the look?

By the way, if you need a tree model, give me a shout, I've got plenty!
Yup, the treeline is already a bit noisy. All that stuff you can change in the ISL.

Yves is working on converting a tree model from Zom-b currently, will shout if I need one, cheers!

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Re: Scatter Tests

Post by wlf_alex » Tue Dec 18, 2012 7:42 am

OnoSendai wrote:Scattering teapots over a fractal mountain range, just waiting for a tree model :)

There are 1138984 (~1 million) teapots here, out of 20 million 'candidate' objects. Candidate objects were rejected based on altitude, and if they are out of the camera view frustrum.
:shock: UNBELIEVABLE !!!
ArchiCAD 14, Cinema 4D r13, IndigoRender, VrayforC4D

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fused
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Re: Scatter Tests

Post by fused » Tue Dec 18, 2012 10:38 pm

With trees and atmospheric scattering :)

Rendered over night.
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terrain_shader_fixed_trees.png

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ENSLAVER
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Re: Scatter Tests

Post by ENSLAVER » Tue Dec 18, 2012 11:23 pm

DAYYYUMMMM

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Re: Scatter Tests

Post by StompinTom » Tue Dec 18, 2012 11:48 pm

Terragen much? :D

Looks awesome!

That's actually quite relevant for a project I'm working on ;)

By the way, how do you change a parameter based on altitude? For albedo, which does "eval(vec3 pos) vec3:", you can just multiply by "pos.z", but how do you set that up for bump / displace, which does "eval() real:"?

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Re: Scatter Tests

Post by pixie » Wed Dec 19, 2012 12:01 am

It would be sweet if the material could itself present some sort of variation.

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Re: Scatter Tests

Post by OnoSendai » Wed Dec 19, 2012 12:03 am

StompinTom wrote: By the way, how do you change a parameter based on altitude? For albedo, which does "eval(vec3 pos) vec3:", you can just multiply by "pos.z", but how do you set that up for bump / displace, which does "eval() real:"?
You can call posOS() which returns the object-space position. I only just made this work though so I don't think it has been released yet.

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Re: Scatter Tests

Post by FakeShamus » Wed Dec 19, 2012 1:13 am

Pretty darn nice!
Looking forward to scattering some trees of my own.

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Re: Scatter Tests

Post by CTZn » Wed Dec 19, 2012 3:08 am

A scale randomisation factor would do much good to the scatter. I did something similar to MtI based on Maya particles, with a parameter ranging from 0 to 1. If the value is 0.5 say, the output scale would range from 0.5 to 1.5 (+/- 0.5). With this implementation the output scale can range from zero up to twice the original scale.

Nice scenery !

and edit: Indigo scatter is available since the early 3.4 series, see here for the test scene down the first post.
obsolete asset

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Re: Scatter Tests

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

is scattering along a displaced surface already implemented though? I thought that was brand new...

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Re: Scatter Tests

Post by OnoSendai » Wed Dec 19, 2012 4:37 am

FakeShamus wrote:is scattering along a displaced surface already implemented though? I thought that was brand new...
It's implemented in our code, not released yet though.

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Re: Scatter Tests

Post by FakeShamus » Wed Dec 19, 2012 4:39 am

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!

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