Would it be possible to generate an convert button.
When a scatter layer is selected the standard convert particle is called and all resulting objects are put in an collection or under an empty with same name as the scatter layer.
What happens now.
I convert a scatter layer particle system and all 100 000 objects are put in the hierarchy. I must create an empty or collection and select all 100 000 objects and must move them under the empty or an collection.
It would be really great and saves tons of time.
The empty or collection could be easily selected and exported.
I know on first read it does not sound as sexy but it allows to fast export the scatters to game engine like unreal and unity.
I’m sorry but i have Top Priotity features to accomplish first
clean borders is more important than giving particular features for a minority of users who need to export the Scattering to their game engines
i look into this once the Top priority to-do list is clear
One thing that came to my mind as lazy person Im.
I was doing test in different computers with out preset or materials database, so for this “quick settings” like displace the ground, will be super nice to have few ground materials setups.
Just an idea.
But that is easily done right? In the viewport select one particle and shift+L to select all with the same object data, or in the outliner use shift to select from the first B01… to the last in one go. Then M to add to a new collection and done.
It’s like… 4-5 clicks? With a button in the addon it would be 1 click or two, that would be nice, but it’s an action rarely done, one would do it one or two times for every scene, so I don’t think it’s worth cluttering the UI.
Umm, I took a look into the materials and a combination of principled and translucency is used, my guess is that this is better for large background scenes, for closeups it would look better with a more complex shading with subsurface scattering, but that comes with a cost in render times…
My opinion is that it’s better to have a more performance oriented defaults and if you have a scene where some grass is close to the camera, tweak only the closest grass shader.
Maybe it’s because they are lit up evenly, normally the thick grass is not so transcluent. Only young leaves are, the older ones are not transcluent at all.
Hi.
The actual scene has around 70+ layers and every layer has 5000 to 50.000 objects.
The under laying geometry and the scatter layers change often so i have to regulary redo the single layers.
The problem is that it takes a lot of time to select maually with multiselection in outliner (very long list) and do the transfer to an collection (M) or empty (STRG+P Object Keep transform)
i think it’s the color, too saturated, but this was fixed long ago
Hi.
The actual scene has around 70+ layers and every layer has 5000 to 50.000 objects.
The under laying geometry and the scatter layers change often so i have to regulary redo the single layers.
The problem is that it takes a lot of time to select maually with multiselection in outliner (very long list) and do the transfer to an collection (M) or empty (STRG+P Object Keep transform)
you have 70+ particles systems in your scene ???
My opinion is that it’s better to have a more performance oriented defaults and if you have a scene where some grass is close to the camera, tweak only the closest grass shader.
Yes. It s a 4km long road circuit with 23 gras islands.
For every island and road there are semi auto generated booleans., too.
Trees. Grass. Pebbles for the road…
In Unity or Unreal you replace the instances with lod ones and then you enable gpu instancing. + additional occlusion and frustrum culling.
I only use the more than 1 Mio+ transforms from scatter for getting the nice variations a nice cycles ground truth preview and a close to non destructive workflow.
Things you do not have in Unreal and Unity alone. All scatter and nature addons break all the time in Unity or get deprecated. So i prefer to habe my work and distributions solid saved in Blender.
The power of Scatter Blender to Unity is the non destructive workflow.
It works like this but looks much better. Quality close to cycles when finished
The base are the transformation nodes from the converted scatter particle system.
Under this nodes you paste 3 LOD s from your Trees, Rocks or Gras.
Then a normal PBR Materials like the Principled is perfect.
All was the gpu instancer addon does .
It injects compute shaders to the normal pbr shaders and smooth LOD crossfading.
It does it for in one click for
-DirectX 11 or DirectX 12 and Shader Model 5.0 GPU (Windows, Windows Store)
Metal (macOS, iOS)
OpenGL Core 4.3 (Windows, Linux)
Vulkan (Android, Windows, Linux)
OpenGL ES 3.1 (Android 8.0 Oreo or later)
Modern Consoles (PS4, Xbox One)
To deliver it to all these platforms is one if the strong sides from Unity and this GPU instancer addon.
So it should be easy possible when Blender is using OpenGL 4.3 or future Vulkan (already in work).
The Pricipled Shader only needs the same compute shader injection. And the camera position.
I think this is ne pas de problem for MR Foucault to do for EEVEE.