its very far from being finished tho in the end i’ll release an example scene with the final product, as same quality as the render above. And done automatically by the addon.
I don’t know if it’ll be any useful but it might be worth to mention that @Jacques_Lucke was working on "Scatter Objects" addon that had some cool options.
okay okay
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 ?
Yeah, they are not particles, it’s using instancing. You can try it out, addon comes within Blender.
@BD3D This looks really good! Need to try it out as soons as possible.
Does it support masking by weight/vertex group?
Would like to define a path with gravel.
all it does it automatically setting all the particle setting in different part of the property editor. So you can do what you want with it.
yes i know, i already tried but it was quite a deception. Didn’t touch the addon afterward.
Finally someone is making scattering tool blender is lacking. Scattering via hair system is rought and inconvinient.
Thanks a lot!
I wish the devfund developer could built similar to CoronaScatter tool.
https://coronarenderer.freshdesk.com/support/solutions/articles/12000055675-how-to-use-scale-map-in-corona-scatter
except the distance map set up in your link, blender can already do all of this.
All my addon do is automating everything.
I will also put all the sliders that trully matters in the same emplacement.
hoy hoy
now featuring batch scattering the selection to the active object.
Because of the chosen custom randomization range for the texture coordinate offset and scale, executing the same scattering custom slot will do different result. Ideal for batch scattering.
Scatter_v01.py (23.2 KB)
Some weeks ago I started this tool for sculpt https://twitter.com/jfranmatheu/status/1163454345209360392 (that version is already old but just to show the thing) What I used at first was object instances and it’s pretty nice but has much limitations for what I need to the point I’m thinking to add particle system instances because look more handy, random and quicker and also I’ll can see the differences between both systems… If you want, when I’ll compare both I’ll can show you
When all it’s about joining 10k instanced objects in a HP model from a row and then remesh, Blender doesn’t like it xD So bad idea for sculpt if they are different objects, but the thing is instances of meshes being part of the same object, not sure if it’s possible atm.
Cool project btw, looking forward your progress @BD3D !!! ^u^
Okay. Added some more randomisation option for noise scale, random noise range (brightness/Contrast/depth randomisation)
Also added Emission number per square meters. So that the density of the particles will always stay the same. No matter the terrain size.
as you can see the clustering is adapting itself.
both particle system were made in one click. Your future slots of customizations will be smart.
But carreful with viewport lag. this method may cause too much particles for your computer to handle if you misdjuge your terrain surface. I’ll try to automatically adapt the density of the particles from the distance of the active camera to the terrain later.
hopefully i can have some help from other devs.
# "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 bmesh
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
def ShowMessageBox(message = "", title = "Message Box", icon = 'INFO'): #Message function
def draw(self, context):
self.layout.label(text=message)
bpy.context.window_manager.popup_menu(draw, title = title, icon = icon)
######################################################################################
######################################################################################
# # # # # # # # # # # # SCATTER ADDON PREF # # # # # # # # # # # #
######################################################################################
######################################################################################
class ScatterPref(AddonPreferences):
bl_idname = __name__
scatter_01_type= bpy.props.EnumProperty(
name = 'Particle Type',
description = 'particle rendering type',
items = [
('Collection', 'Collection', '', 'COLLECTION_NEW',1),
('Object', 'Object', '', 'OBJECT_DATA',2),
],
default = 'Object')
scatter_01_count = IntProperty(
name="Emission Number",
subtype='NONE',
default=1000,
min=0,
)#percentage couvert?
scatter_01_countispersquare = BoolProperty(
name="Emission Number is per square meters (be sure to apply the scale of the terrain)",
subtype='NONE',
default=True,
)
scatter_01_countpersquare = IntProperty(
name="Emission Number per square meters",
subtype='NONE',
default=50,
min=0,
)
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 (Default = True size) ",
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=1.5,
min=0.01,
max=100
)
scatter_01_noise_scaleisrandom = BoolProperty(
name="Texture Noise Size Random Values",
subtype='NONE',
default=False,
)
scatter_01_noise_scaleA = FloatProperty(
name="Texture Noise Size Possibilities Range From A",
subtype='NONE',
default=0.75,
min=0.01,
max=100
)
scatter_01_noise_scaleB = FloatProperty(
name="To B",
subtype='NONE',
default=2.3,
min=0.01,
max=100
)
scatter_01_noise_randomtext = BoolProperty(
name="Texture Depth/Contrast/Brightness Randomisation",
subtype='NONE',
default=False,
)
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_type")
if addon_prefs.scatter_01_type == 'Object':
col.label(text='(Will Batch-Scatter if more than one particle asset is selected)')
else:
col.label(text=' ')
col.prop(self,"scatter_01_countispersquare")
if addon_prefs.scatter_01_countispersquare == True:
col.prop(self,"scatter_01_countpersquare")
else:
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.prop(self,"scatter_01_display_percentage")
col.label(text=' ')
col.label(text='(Set Both texture influence to 0 to turn OFF the texture clustering the particles)')
col.prop(self,"scatter_01_density_factor")
col.prop(self,"scatter_01_length_factor")
if addon_prefs.scatter_01_length_factor + addon_prefs.scatter_01_density_factor !=0:
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.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_scaleisrandom")
if addon_prefs.scatter_01_noise_scaleisrandom == True:
col.prop(self,"scatter_01_noise_scaleA")
col.prop(self,"scatter_01_noise_scaleB")
else:
col.prop(self,"scatter_01_noise_scale")
col.prop(self,"scatter_01_noise_randomtext")
if addon_prefs.scatter_01_noise_randomtext == False:
col.prop(self,"scatter_01_noise_depth")
col.prop(self,"scatter_01_contrast")
col.prop(self,"scatter_01_intensity")
######################################################################################
######################################################################################
# # # # # # # # # # # # 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
bm = bmesh.new()
bm.from_mesh(A.data)
squarearea = sum(f.calc_area() for f in bm.faces)
bm.free()
if len(bpy.context.selected_objects) < 2:
ShowMessageBox("Must have at least two object selected", "Be Careful" ,"ERROR")
return {'FINISHED'}
### ### Naming
slotname = "Custom1"
if addon_prefs.scatter_01_type == 'Collection':
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
if addon_prefs.scatter_01_countispersquare == True:
ps.settings.count = addon_prefs.scatter_01_countpersquare * squarearea
else:
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
if addon_prefs.scatter_01_noise_scaleisrandom == True:
bpy.data.textures[texturename].noise_scale = round(random.uniform(addon_prefs.scatter_01_noise_scaleA,addon_prefs.scatter_01_noise_scaleB), 2)
else:
bpy.data.textures[texturename].noise_scale = addon_prefs.scatter_01_noise_scale
if addon_prefs.scatter_01_noise_randomtext == True:
bpy.data.textures[texturename].noise_depth = random.randint(0,5)
bpy.data.textures[texturename].contrast = round(random.uniform(1.5,5),2)
bpy.data.textures[texturename].intensity = round(random.uniform(0.3,0.9),2)
else:
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
ps.settings.texture_slots[0].texture_coords = 'GLOBAL'
if addon_prefs.scatter_01_size_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
return {'FINISHED'}
else:
A.select_set(state=False)
for ob in bpy.context.selected_objects:
particlename = ob.name
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')
ps = m.particle_system
ps.name = name
ps.settings.name = name
ps.settings.type = 'HAIR'
ps.settings.render_type = 'OBJECT'
ps.settings.instance_object = bpy.data.objects[ob.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
if addon_prefs.scatter_01_countispersquare == True:
ps.settings.count = addon_prefs.scatter_01_countpersquare * squarearea
else:
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
if addon_prefs.scatter_01_noise_scaleisrandom == True:
bpy.data.textures[texturename].noise_scale = round(random.uniform(addon_prefs.scatter_01_noise_scaleA,addon_prefs.scatter_01_noise_scaleB), 2)
else:
bpy.data.textures[texturename].noise_scale = addon_prefs.scatter_01_noise_scale
if addon_prefs.scatter_01_noise_randomtext == True:
bpy.data.textures[texturename].noise_depth = random.randint(0,5)
bpy.data.textures[texturename].contrast = round(random.uniform(1.5,5),2)
bpy.data.textures[texturename].intensity = round(random.uniform(0.3,0.9),2)
else:
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
ps.settings.texture_slots[0].texture_coords = 'GLOBAL'
if addon_prefs.scatter_01_size_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
A.select_set(state=True)
return {'FINISHED'}
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 (27.0 KB)
I didn’t have the time to test it again, but is it using particles or is it instances? Instances will cripple the viewport very quickly and at least with particles they can be represented as bounding boxes
This is particle systems
Scatter_v01.py (31.0 KB)
added support for band noise texture with the turbulence option. Is there really no way to adjust the rotation of thoses within the texture editor ? really ?
also started to work on the implementation of multiple custom slots.
there’s going to be 5 custom slots with thoses settings
i also planned an automatic particle recognition mode. Parameters dedicated per particles assets based on their respective names. You’ll set up how you want this asset to be scattered once in the addon pref and it will be done automatically when the scater operator is set on auto. Lots of work ahead. It’s easy to code, the hard part is the custom slot storage system. I need to find a way to keep the code short and avoiding repetition of large chunks of the code. Ouch…
be aware, i encountered a small problem with reg/unreg when enabling/disabling/re-enabling the addon. there’s going to be a weird error message. Just ignore and re-enable it.
please let me know of potential bugs.
This already looks really awesome
Would it make sense to have a list of particle objects and maybe even emitter objects in the addon’s UI. That way, the scattered objects are easily interchangable and you could scatter across separate surfaces using the same particle system parameters.
Maybe this could be added at a later stage when all the core functionalities are implemented.
Excellent idea and script , well done
I am going to do an article and a video for most essential addons for architectural design for Blender 2.8 (an update of this video now that i know how to do voice overs properly). I would like to mention this addon and I am wondering whether you have an idea of a release timeframe and type of release (free or paid)?
waouw !
a first version will be avaible within 3 weeks maximum with 5 custom scattering slots, an automatic slots, and basic quick adjustment sliders in the N panel. Is that timeframe too much for the videos ? The beta will alwyas be here anyways. I’d really appreciate some publicity.
But the problem is that i want this addon to be much bigger than that. Adding more operators and features.
For example batch-adjusting multiples particles system, save to addon pref easely from properties, export and import addon prefs, add default prefs as good looking as the render on the first post for famous product like the gras essentials or graswald, automatic weight vertex distribution for cameras, pathways from bezier curves, edges detection, automatic terrain displacement, a fully custom proxy system, and point cloud proxies… ect… But with the help of other devs that i’m sure will be happy to join thep project. so the full finished project will take months. But beta versions and the first version will be as effective.
Dude, that’s awesome!
I’d recommend you to release the addon on Gumroad/BlenderMarket, so there will be a way to support you.