Season2 Update
Altitude is done, now it’s time for Slope !
Ui is also really different
Now this draws us to fully automatic grass growth. Really good job.
Awesome!
can you make the same for borders? custom fallof curve could be really handy for finetuning the edges of our scatters
i could but the tool will assume you are using a grid like topology for yur terrain
Ok and do you know a way to make a grid like topology we need for scatter from an ngon flat 2D mesh automatically?
annoying huh ?
supposedly the pablo debarro new remesher is supposed to work with flat ngon but for me it didn’t
I think i’ll move
to Season3.
as we still got a lot of work to do
same here, also tried with the voxel remesher but with no luck.
Any clue on how to achieve collisions between particles?
That would bring your scatterer to the ultimate level.
there’s a way to interact with the particles directly within python unfortunately it will be destructive.
that’s for later, idk if it’s possible, carbon2 may help with that
OK thanks for the answer
Just thinking, Can you use the bevel modifier to influence the edge of the boundary?
damn look like you guys christmas will come earlier thanks to carbon!
He helped me a lot with the group calculation, as it’s out of my league for now
guess what this is
just got the data generation fct for now.
still needs to do the modstack integration/ curve mapping/ ux/ gui
If this is border fallof you’ve just solved your clean border problem! We just need two scatters now. One big patch for the grass lawn with the fallof you’ve showed and one smaller patch only for borders with the same inverted faloff.
Great progress! Now just an autoretopo for 2D ngon mesh and you’ve solved the 2 main problems for archviz work.
what version are you using ?
0 voters
Performance Increase
Operators such as Boolean curve, Multilayer painting influence attribution, displacement and Camera clipping got severe performance boost with demanding scenes.
This terrain with 5 particle system, 1.5 millions particles.
everything is extremely slow but even with 50 modifiers in the modstack, those Operators are still relatively Fast (from 120s before to 15s max after)modstack below
New hide all particles operators
Way faster than turning all particle off by hands in demanding scene, if too laggy even for hiding the particles just search for this option
we also got a nice render here
i’m almost sure it’s my assets
I saw that it’s possible to calculate camera visibility in python. The weightlifter addon do this really well, I’m confident this calculation method would be quite effective in scatter.
worth switching ?
Both method are not suited for animation and live views tends to be slow with high particle count anyway.
Clean Borders !
where you also can reverse the influences at will
video demo in the tweet below
https://twitter.com/dorianborremans/status/1245386669525798917
New Documentation system
as i say there was a huge rework with the GUI, one of them was the “sub-categories”, ( grey boxes see below )
now in those sub-categories/tittle there will be a little Documentation icon that you can click to read some deeper explanation about the workflow, or some precision you need to know.
it also used as a notification system if you are doing something wrong.
for example here, user got a notification because he didn’t apply displace modifiers, and altitude/slope will misbehave sometime with non applied displace modifiers (yeah in the end you will need to apply the modifiers…)
edit:
New option for borders: Use Seam instead of border
Clean borders will also have an option that let you use edges marked as seam insteadof the boundary loops. quite powerful
New Curve mapping preset/function system
I added a new preset system just above the curves mapping graphs
demo on this tweet below
https://twitter.com/dorianborremans/status/1245724177295904770
edit:
Better Displacement Border
you can now clean displacement border with same technique
https://twitter.com/dorianborremans/status/1245822955625402368
edit:
The particle tab got separated into “Scattering” for the particle distribution options and “Clustering” for the distribution texture
Reworked the instances collection, the panel have a better behavior (avoided some errors)
and also, everything will be stored in one and only collection instead of creating a new one per terrains.
I found this addon to actually work quit well on imported line drawings from CAD software so far
Just a hint for large surfaces, the initial edge length for the triangulation is set to 0.1 which is very detailed.
I would use it on a small plane first and set it higher. The addon will use the new value for future calculation.
Edit:
I also took some time to test Scatter on a large scale project
It’s great to see what it is capable of
Wow this looks awesome, have to find some time to test it
How do I change the scale / thickness of the light green and dark green bands in this biome?.