Rendering with particles
Rendering with particles
Hello,
I have a little problem with blender and Indigo. Let me explain my scene:
On an empty scene (just a camera and a light), I created an object of type "plane" to simulate the ground. I applies a brown material such as "diffuse" and I add another material green.
Keeping the selected object, I add a particle system with "Hair" type, I made my adjustment to have a proper grass in Blender.
My problem is when rendering in Indigo, I see the ground, but not the grass, then with rendering blender everything is perfect.
Is there a way that the grass is rendered in Indigo ? If so, how ?
Thanks,
I have a little problem with blender and Indigo. Let me explain my scene:
On an empty scene (just a camera and a light), I created an object of type "plane" to simulate the ground. I applies a brown material such as "diffuse" and I add another material green.
Keeping the selected object, I add a particle system with "Hair" type, I made my adjustment to have a proper grass in Blender.
My problem is when rendering in Indigo, I see the ground, but not the grass, then with rendering blender everything is perfect.
Is there a way that the grass is rendered in Indigo ? If so, how ?
Thanks,
Rendering with particles
Yes. Don't use hair
Use a simple grass object modeled in blender and then use the particle system to instance it. StompinTom posted this little tutorial ages ago and I am not even sure if it still opens up in Blender that does exactly that.
http://www.indigorenderer.com/forum/vie ... =19&t=8846
The hair system in Blender is specifically tied to the strand renderer in Blender and I don't think, it can be used with any external render engine, be it Indigo, Luxrender, Yafaray etc.
Once you've successfully create the first grass you can use with maps to distribute it unevenly etc. works pretty cool actually.
Use a simple grass object modeled in blender and then use the particle system to instance it. StompinTom posted this little tutorial ages ago and I am not even sure if it still opens up in Blender that does exactly that.
http://www.indigorenderer.com/forum/vie ... =19&t=8846
The hair system in Blender is specifically tied to the strand renderer in Blender and I don't think, it can be used with any external render engine, be it Indigo, Luxrender, Yafaray etc.
Once you've successfully create the first grass you can use with maps to distribute it unevenly etc. works pretty cool actually.
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- aleksandera
- Posts: 380
- Joined: Fri Sep 15, 2006 10:49 pm
- Location: Slovenia
Re: Rendering with particles
It would be nice to have something like this in Blender exporter
http://xaotherion.deviantart.com/art/Lu ... -178646164
http://xaotherion.deviantart.com/art/Lu ... -178646164
Re: Rendering with particles
Headroom wrote:Yes. Don't use hair
Use a simple grass object modeled in blender and then use the particle system to instance it. StompinTom posted this little tutorial ages ago and I am not even sure if it still opens up in Blender that does exactly that.
http://www.indigorenderer.com/forum/vie ... =19&t=8846
The hair system in Blender is specifically tied to the strand renderer in Blender and I don't think, it can be used with any external render engine, be it Indigo, Luxrender, Yafaray etc.
Once you've successfully create the first grass you can use with maps to distribute it unevenly etc. works pretty cool actually.
It work thank you !
Re: Rendering with particles
Seems that this was simply converted to polygons on export (therefor the long export time and RAM need!).aleksandera wrote:It would be nice to have something like this in Blender exporter
http://xaotherion.deviantart.com/art/Lu ... -178646164
polygonmanufaktur.de
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- Posts: 1828
- Joined: Mon Sep 04, 2006 3:33 pm
Re: Rendering with particles
You get more control and variety if you instance the grass yourself instead of using a converted hair system. Grass doesn't look like hair, and there are many other little plants mixed in with the blades of grass in any typical lawn. With instancing you can use size and density maps as well, something which is incredibly useful.
Good to see my little tutorial still works.
Good to see my little tutorial still works.
Re: Rendering with particles
How is this implemented into the exproter ? Using indigoScatter or particles coordinates ?StompinTom wrote:With instancing you can use size and density maps as well, something which is incredibly useful.
obsolete asset
- Polinalkrimizei
- Posts: 647
- Joined: Sat May 02, 2009 6:59 am
Re: Rendering with particles
Blender spreads the grass meshes around the surface as you wish, e.g. controlled by a density map. Blendigo exports the meshes as instances afaik, and most of the time three or four light meshes are enough.
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- Posts: 1828
- Joined: Mon Sep 04, 2006 3:33 pm
Re: Rendering with particles
Yes, that's correct. It requires you to switch to Blender Internal to reveal the texture settings, though, something that the Blendigo devs may want to look into freeing up. Activating Indigo hides a lot of the texture functionality that Blender otherwise has.Polinalkrimizei wrote:Blender spreads the grass meshes around the surface as you wish, e.g. controlled by a density map. Blendigo exports the meshes as instances afaik, and most of the time three or four light meshes are enough.
Re: Rendering with particles
In the case of random scattering over a surface, the particle system could be translated to an indigo_scatter node, density(/size iirc) texture/shader included.StompinTom wrote:Yes, that's correct. It requires you to switch to Blender Internal to reveal the texture settings, though, something that the Blendigo devs may want to look into freeing up. Activating Indigo hides a lot of the texture functionality that Blender otherwise has.Polinalkrimizei wrote:Blender spreads the grass meshes around the surface as you wish, e.g. controlled by a density map. Blendigo exports the meshes as instances afaik, and most of the time three or four light meshes are enough.
The density/particle count would be preserved but the particle placements would be different. Exports blind fast.
edit: I checked and the instance size does not seem applicable using polygonal meshes but parametric surfaces.
edit2: actually the node name is scatter.
edit3: my XML reference, there's no further data required to scatter 1000 objects over a surface (using a shader):
Code: Select all
<scatter>
<name>the scatter</name>
<geometry_uid>1000</geometry_uid>
<material_uid>3000</material_uid>
<num>1000</num>
<shader>
<![CDATA[
def evalScale(int index) real :
0.1 # 0.1 * (0.5 + gridNoise(real(index))) ]]>
</shader>
<target_object_uid>2000</target_object_uid>
</scatter>
obsolete asset
-
- Posts: 1828
- Joined: Mon Sep 04, 2006 3:33 pm
Re: Rendering with particles
This would be something that would be extremely useful with PyNodes within Blender! If we could have some Indigo material nodes with things like scatter, ISL textures, etc., it could really simplify / speedup things like particle export / distribution.CTZn wrote:In the case of random scattering over a surface, the particle system could be translated to an indigo_scatter node, density(/size iirc) texture/shader included.StompinTom wrote:Yes, that's correct. It requires you to switch to Blender Internal to reveal the texture settings, though, something that the Blendigo devs may want to look into freeing up. Activating Indigo hides a lot of the texture functionality that Blender otherwise has.Polinalkrimizei wrote:Blender spreads the grass meshes around the surface as you wish, e.g. controlled by a density map. Blendigo exports the meshes as instances afaik, and most of the time three or four light meshes are enough.
The density/particle count would be preserved but the particle placements would be different. Exports blind fast.
edit: I checked and the instance size does not seem applicable using polygonal meshes but parametric surfaces.
edit2: actually the node name is scatter.
edit3: my XML reference, there's no further data required to scatter 1000 objects over a surface (using a shader):Code: Select all
<scatter> <name>the scatter</name> <geometry_uid>1000</geometry_uid> <material_uid>3000</material_uid> <num>1000</num> <shader> <![CDATA[ def evalScale(int index) real : 0.1 # 0.1 * (0.5 + gridNoise(real(index))) ]]> </shader> <target_object_uid>2000</target_object_uid> </scatter>
Re: Rendering with particles
+1 for PyNode support (Blender 2.67 incl. PyNodes is officially released since a few days)StompinTom wrote:CTZn wrote:.../quote]
This would be something that would be extremely useful with PyNodes within Blender! If we could have some Indigo material nodes with things like scatter, ISL textures, etc., it could really simplify / speedup things like particle export / distribution.
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