Are there any good free alternatives to Scatter addon? Want to make grass + flowers without doing it all myself.
Thanks but a little too basic.
Hi @espr3ss0
there’s a free early version available
You can achieve triple clusters really easily
added a random range option in the custom slot editor, so that the same custom scattering operator could give different result because of size and offset randomisation.
i’ll try to do more range randomisation tomorrow ? what kind of parameters would you like to see ? more would be killer no ? Shall i work on other procedural texture ? right now the only possibility is the cloud texture.
# "Scatter" Add-on # Copyright (C) 2019 Dorian Borremans aka BD3D # # This program is free software: you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation, either version 3 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program. If not, see <http://www.gnu.org/licenses/>. # <pep8 compliant> bl_info = { "name" : "Scatter [BD3D]", "author" : "BD3D", "description" : "The scattering tool of 2.8", "blender" : (2, 80, 0), "location" : "Operator", "warning" : "", "category" : "Generic" } import bpy import random from bpy.types import Menu import webbrowser from bpy.types import Operator, AddonPreferences, PropertyGroup from bpy.props import StringProperty, IntProperty, BoolProperty, FloatProperty import rna_keymap_ui context = bpy.context def find_collection(context, item): collections = item.users_collection if len(collections) > 0: return collections[0] return context.scene.collection def make_collection(collection_name, parent_collection): if collection_name in bpy.data.collections: return bpy.data.collections[collection_name] else: new_collection = bpy.data.collections.new(collection_name) parent_collection.children.link(new_collection) return new_collection ###################################################################################### ###################################################################################### # # # # # # # # # # # # SCATTER ADDON PREF # # # # # # # # # # # # ###################################################################################### ###################################################################################### class ScatterPref(AddonPreferences): bl_idname = __name__ scatter_01_count = IntProperty( name="Emission Number", subtype='NONE', default=1000, min=0, )#percentage couvert? scatter_01_seed = IntProperty( name="Emission Seed Value", subtype='NONE', default=5, min=0, ) scatter_01_seed_is_random = BoolProperty( name="Emission Random Seed Value", subtype='NONE', default=True, ) scatter_01_particle_size = FloatProperty( name="Render Scale", subtype='NONE', default=0.25, min=0.01, max=3 ) scatter_01_size_random = FloatProperty( name="Render Scale Randomness", subtype='NONE', default=0.35, min=0, max=1 ) scatter_01_phase_factor_random = FloatProperty( name="Rotation Randomize Phase", subtype='NONE', default=2, min=0, max=2 ) scatter_01_display_percentage = IntProperty( name="Viewport Display Percentage", subtype='NONE', default=100, min=0, max=100 ) scatter_01_noise_scale = FloatProperty( name="Texture Noise Size", subtype='NONE', default=0.45, min=0.01, max=100 ) scatter_01_noise_depth = IntProperty( name="Texture Noise Depth", subtype='NONE', default=0, min=0, max=20 ) scatter_01_contrast = FloatProperty( name="Texture Color Contrast", subtype='NONE', default=3, min=0, max=5 ) scatter_01_intensity = FloatProperty( name="Texture Color Brightness", subtype='NONE', default=1, min=0, max=2 ) scatter_01_density_factor = FloatProperty( name="Texture Influence Density", subtype='NONE', default=1, min=0, max=1 ) scatter_01_length_factor = FloatProperty( name="Texture Influence Length", subtype='NONE', default=0.3, min=0, max=1 ) scatter_01_scalex = FloatProperty( name="Texture Mapping size X", subtype='NONE', default=1, min=-100, max=100 ) scatter_01_scaley = FloatProperty( name="Texture Mapping size Y", subtype='NONE', default=1, min=-100, max=100 ) scatter_01_scalez = FloatProperty( name="Texture Mapping size Z", subtype='NONE', default=1, min=-100, max=100 ) scatter_01_offsetx = FloatProperty( name="Texture Mapping offset X in meters", subtype='NONE', default=0, min=-10, max=10 ) scatter_01_offsety = FloatProperty( name="Texture Mapping offset Y in meters", subtype='NONE', default=0, min=-10, max=10 ) scatter_01_offsetz = FloatProperty( name="Texture Mapping offset Z in meters", subtype='NONE', default=0, min=-10, max=10 ) scatter_01_size_is_random = BoolProperty( name="Texture Mapping Random Size Value XYZ", subtype='NONE', default=False, ) scatter_01_size_A = FloatProperty( name="Size Possibilities Range From A", subtype='NONE', default=0.7, min=-100, max=100 ) scatter_01_size_B = FloatProperty( name="To B", subtype='NONE', default=1.4, min=-100, max=100 ) scatter_01_offset_is_random = BoolProperty( name="Texture Mapping Random Offset Value XYZ in meters", subtype='NONE', default=True, ) scatter_01_offset_A = FloatProperty( name="Offset Possibilities Range From A", subtype='NONE', default=0, min=-10, max=10 ) scatter_01_offset_B = FloatProperty( name="To B", subtype='NONE', default=10, min=-10, max=10 ) scatter_01_open= bpy.props.BoolProperty( name="Show Debug Tools", description="Expand me senpai", default=False ) ###################################################################################### def draw(self, context): #DRAWING HERE - DRAWING HERE - DRAWING HERE- DRAWING HERE layout = self.layout full= "------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------" addon_prefs = context.preferences.addons[__name__].preferences box = layout.box() col = box.column() row = col.row(align=True) row.alignment = 'LEFT' row.prop(self, 'scatter_01_open', text="Custom Scattering Slot 01", emboss=False, icon="PLAY" if self.scatter_01_open else "PLAY") if self.scatter_01_open: col.label(text=full) col.prop(self,"scatter_01_count") if addon_prefs.scatter_01_seed_is_random == True: col.prop(self,"scatter_01_seed_is_random") else: col.prop(self,"scatter_01_seed_is_random") col.prop(self,"scatter_01_seed") col.prop(self,"scatter_01_particle_size") col.prop(self,"scatter_01_size_random") col.prop(self,"scatter_01_phase_factor_random") col.label(text=' ') col.prop(self,"scatter_01_density_factor") col.prop(self,"scatter_01_length_factor") col.label(text=' ') col.prop(self,"scatter_01_offset_is_random") if addon_prefs.scatter_01_offset_is_random == True: col.prop(self,"scatter_01_offset_A") col.prop(self,"scatter_01_offset_B") else: col.prop(self,"scatter_01_offsetx") col.prop(self,"scatter_01_offsety") col.prop(self,"scatter_01_offsetz") col.label(text=' ') col.prop(self,"scatter_01_size_is_random") if addon_prefs.scatter_01_size_is_random == True: col.prop(self,"scatter_01_size_A") col.prop(self,"scatter_01_size_B") else: col.prop(self,"scatter_01_scalex") col.prop(self,"scatter_01_scaley") col.prop(self,"scatter_01_scalez") col.label(text=' ') col.prop(self,"scatter_01_noise_scale") col.prop(self,"scatter_01_noise_depth") col.prop(self,"scatter_01_contrast") col.prop(self,"scatter_01_intensity") col.label(text=' ') col.prop(self,"scatter_01_display_percentage") ###################################################################################### ###################################################################################### # # # # # # # # # # # # SCATTER OPERATOR # # # # # # # # # # # # ###################################################################################### ###################################################################################### class Scatter_OT_Custom01(bpy.types.Operator): bl_idname = "scatter.custom01" bl_label = "custom scattering operator 01" bl_description = "" def execute(self, context): context = bpy.context addon_prefs = context.preferences.addons[__name__].preferences scene = context.scene A = context.object ### ### Naming slotname = "Custom1" if len(bpy.context.selected_objects) > 2: particlename = bpy.context.selected_objects[1].name + " ..." else: particlename = bpy.context.selected_objects[1].name #BUG why the f does the name change when multiple execution ??? pref = "SCATTER: ["+slotname+"] ["+particlename+"] v." i = 1 name = "%s%d" % (pref, i) while A.modifiers.get(name): i += 1 name = "%s%d" % (pref, i) ### ### add particle system + rename and add selection in new coll m = A.modifiers.new(name, type='PARTICLE_SYSTEM') A.select_set(state=False) for o in bpy.context.selected_objects: o_collection = find_collection(bpy.context, o) new_collection = make_collection(name , o_collection) new_collection.objects.link(o) o_collection.objects.unlink(o) A.select_set(state=True) ### ### particle parameters ps = m.particle_system ps.name = name ps.settings.name = name ps.settings.type = 'HAIR' ps.settings.render_type = 'COLLECTION' ps.settings.instance_collection = bpy.data.collections[name] ps.settings.particle_size = addon_prefs.scatter_01_particle_size ps.settings.hair_length = 4 ps.settings.size_random = addon_prefs.scatter_01_size_random ps.settings.count = addon_prefs.scatter_01_count if addon_prefs.scatter_01_seed_is_random == True: bpy.context.object.particle_systems[name].seed = random.randint(0,10000) else: bpy.context.object.particle_systems[name].seed = addon_prefs.scatter_01_seed ps.settings.display_percentage = addon_prefs.scatter_01_display_percentage ps.settings.use_advanced_hair = True ps.settings.use_rotations = True ps.settings.rotation_factor_random = 1 ps.settings.phase_factor = 1 ps.settings.phase_factor_random = addon_prefs.scatter_01_phase_factor_random ### ### texture parameters bpy.ops.texture.new() texturename = name bpy.data.textures[-1].name = texturename bpy.data.textures[texturename].type = 'CLOUDS' #LATER SUPPORT OTHER NOISE TYPE AND OPTIONS bpy.data.textures[texturename].noise_scale = addon_prefs.scatter_01_noise_scale bpy.data.textures[texturename].noise_depth = addon_prefs.scatter_01_noise_depth bpy.data.textures[texturename].contrast = addon_prefs.scatter_01_contrast bpy.data.textures[texturename].intensity = addon_prefs.scatter_01_intensity ps.settings.texture_slots.add().texture = bpy.data.textures[texturename] ps.settings.texture_slots[0].blend_type = 'MULTIPLY' ps.settings.texture_slots[0].use_map_time = False ps.settings.texture_slots[0].use_map_density = True ps.settings.texture_slots[0].density_factor = addon_prefs.scatter_01_density_factor ps.settings.texture_slots[0].use_map_length = True ps.settings.texture_slots[0].length_factor = addon_prefs.scatter_01_length_factor if addon_prefs.scatter_01_offset_is_random == False: ps.settings.texture_slots[0].scale[1] = addon_prefs.scatter_01_scalex ps.settings.texture_slots[0].scale[2] = addon_prefs.scatter_01_scaley ps.settings.texture_slots[0].scale[0] = addon_prefs.scatter_01_scalez else: randomn =round(random.uniform(addon_prefs.scatter_01_size_A,addon_prefs.scatter_01_size_B), 2) ps.settings.texture_slots[0].scale[1] = randomn ps.settings.texture_slots[0].scale[2] = randomn ps.settings.texture_slots[0].scale[0] = randomn if addon_prefs.scatter_01_offset_is_random == False: ps.settings.texture_slots[0].offset[1] = addon_prefs.scatter_01_offsetx ps.settings.texture_slots[0].offset[2] = addon_prefs.scatter_01_offsety ps.settings.texture_slots[0].offset[0] = addon_prefs.scatter_01_offsetz else: randomno =round(random.uniform(addon_prefs.scatter_01_offset_A,addon_prefs.scatter_01_offset_B), 2) ps.settings.texture_slots[0].offset[1] = randomno ps.settings.texture_slots[0].offset[2] = randomno ps.settings.texture_slots[0].offset[0] = randomno ps.settings.texture_slots[0].texture_coords = 'GLOBAL' return {'FINISHED'} ###################################################################################### ###################################################################################### # # # # # # # # # # # # N MENU # # # # # # # # # # # # ###################################################################################### ###################################################################################### class Scatter_PT_ScatteringPanel(bpy.types.Panel): bl_idname = "Scatter_PT_ScatteringPanel" bl_label = "Scatter" bl_category = "Scatter" bl_space_type = "VIEW_3D" bl_region_type = "UI" def draw(self, context): layout = self.layout bigbutton = layout.column() bigbutton.scale_y=2 bigbutton.operator('scatter.custom01', text="SCATTER", icon='PLAY') ###################################################################################### ###################################################################################### # # # # # # # # # # # # REG # # # # # # # # # # # # ###################################################################################### ###################################################################################### def register(): bpy.utils.register_class(ScatterPref) bpy.utils.register_class(Scatter_OT_Custom01) bpy.utils.register_class(Scatter_PT_ScatteringPanel) def unregister(): bpy.utils.unregister_class(ScatterPref) bpy.utils.unregister_class(Scatter_OT_Custom01) bpy.utils.unregister_class(Scatter_PT_ScatteringPanel) if __name__ == "__main__": register() #write ops to do on script exec
Scatter_v01.py (17.3 KB)
@filibis i don’t think thoses are true particles ? are they ?
2 Likes
Does anybody know if I purchased the Addon I get free upgrades, or is it just a one time thing?
Yes, you get all updates for free
Cool thank u.