Geo-Scatter 5.6 - Now with Physics

I found one more thing connected to that issue:
If you take a look on Emission tab, and than compare with density in particles tab in tweaking - they show different values. I guess that it may be one of the sources of the issue. But still with 1km2 plane it should be 100 not 1000 (density vs count).

Hey,

No that’s normal, values in the tweaking tab aren’t connected to the presets values

First of all, amazing stuff. Love using Scatter more than any other plugin in Blender :slight_smile:

I’m having issues creating a clean border using one of your biomes (Aio 05) for arch viz purposes. My grass keeps expanding past the border even with a sizable distance set in the Border mask. Any pointers to what needs to be changed to get a clean, cut border?

Thanks!

Hello @LostInTheForest
As I show in the example, ideally you need two model of grass clump to use in the border workflow, one large in the center and one smaller at the border.

image

Note that you also need a good terrain topology in order to work with the mask workflow. Everything is explained in the documentation :slight_smile:

4 Likes

Thanks for that! I’ve read the docs and this entire thread, but only now that you’ve reiterated it, it occurred to me that perhaps the “Grass small” model in the Aio 5 biome is simply too big to play the role of border grass cleanly enough. I’ll give it a try with some Graswald models! Thank you!

indeed it’s just a name, by default all grass biomes shipped in scatter are in patch for optimization purpose

1 Like

HI Dorian. I purchased Scatter A few days ago through one of the studios I work for, and I am enjoying it quite a bit. One question I had about the software though. Do you have any plans to make it possible for Distance Culling to affecty the scaling of particles? That would be extremely handy for doing terrain and environment concept visualisation.

In SketchUp, the “Skatter” plugin allowed for scale as well as density to be affected by masks like distance culling. In fact, affecting scale was an option for most of the masks in Skatter. It would be very nice to see that functionality in your awesome plugin! =)

Hello

Do you have any plans to make it possible for Distance Culling to affecty the scaling of particles

Indeed, having a way to link the created masks to scaling intensity would be nice, it could be done quite easily in python (and can be done already with the native particle system btw), the problem is about user interface, it might start to get quite complex as masks could influence multiple particle systems scale AND multiple particles systems density at the same time…

If anyone has any ideas about that they are welcome to share their concepts. The GUI need to be clear even for a blender noobie which is no easy task, so with S3.0 i wanted to start with the simple density influence.

Why would it be handy ? any example except for abstract cases ?

Doing Enviro Concept Vis, you don’t always want to build everything at full scale, because errors creep in when the numbers get too large…or so the coders tell me.

This functionality would allow me to do forced perspective stuff. Thus I can achieve the illusion of a 1000m wide terrain, while still only modeling on 100m patch, or even as small as a 10 m patch. Presently, if I try to work at anything other than full scale, the illusion gets broken by the fact that grass clumps or any other object distant from the camera are still at same scale, and so natural perspective does not do enough to support the look of something very distant.

It also can improve realism if it gives the user the capability to make objects shrink in scale as they approach the edge of the falloff, whether distance culling or any other mask, for that matter.

the problem is about user interface, it might start to get quite complex as masks could influence multiple particle systems scale AND multiple particles systems density at the same time…

Any addon such as scatter is going to be complicated by nature. If users are confused by the possibility, well that’s what complete documentation and tutorials are for. If somebody could offer all of that functionalityu for a SketchUp addon, well, it would be unfortunate if SketchUp showed more utility than Blender. =)

Nice renders by @Luan3dr and @Walli

Hi all,

I have a bunch of different objects scattered using array face method, but it seems like the random emission seed is not doing anything. Am I doing something wrong or missing something?

yet that’s normal, array method is fixed seed, you can’t randomize seed values as seed is predifined, every particles are per vertex or faces in this mode.

Nooo, whyyyy? :sob:

Too bad that Blender doesn’t allow it. Would be great to have a little bit more control over it. I tried re-arranging the order of the objects inside the collection but didn’t work either.

you can try out count value in properties>particles>render>usecount>

Hello Everyone

2.90 news

The current Scatter 3.0 and Lodify are working correctly in 2.90, I’ll release a hotfix next week (mainly fixing some minor issues), if anyone encounter errors or bugs, don’t forget to contact me ofc

It also seem that the batch-remove operator (that delete scatter particle systems) is partially broken when deleting multiple particles at once, I’m on it. Really weird bug, I’m investigating.

1 Like

Sorry, is that over the Scatter panel?
No worries, found it :slight_smile:

BTW, it worked changing the Count value. Would it be possible for you to add that to the emission seed or somewhere over there?

The current Scatter 3.0 and Lodify are working correctly in 2.90, I’ll release a hotfix next week (mainly fixing some minor issues), if anyone encounter errors or bugs, don’t forget to contact me ofc

It also seem that the batch-remove operator (that delete scatter particle systems) is partially broken when deleting multiple particles at once, I’m on it. Really weird bug, I’m investigating.

3.1 Available

if you didn’t notice any delete weird behavior with the batch delete operator, just skip the update, it’s only a hotfix for this particular rare random behavior. i got no other bug report so this mean everything is supposedly fine with 2.90 and 2.83 LTS

Ps:
i also got some rare users reports about some CTRL-Z crashes, for now, i consider those crashes coming from blender side on unstable release. i’ll investigate if i have more reports about such problems in 2.90

2 Likes

HI. I am new Scatter. I need to add some grass in a kind of “farm” scene. The area is 180 m x 180 m…but we do not need to be super dense. I am following tutorials, but I am still struggling to make it work.
Every time I pick a Biomes to scatter in my surface it says I am exceeding the amount of particles…and blender gets extremely slow. I can not even visualise in the viewport. Is there anyway I can populate my surface with scatter without exceeding the amount of particles …the idea is to have a far camera so I do not need detail or large amounts of particles.

Thank you

Hello

blender gets extremely slow. I can not even visualise in the viewport.

yes of course that’s normal, any computers have limits, that’s why Scatter will hide everything in the viewport automatically if it’s too heavy. But still, the render will show up fine, you are not forced to see everything in the viewport, it can be hidden only in the viewport and be revealed on render, so no worries here.

What you can do is just lower the particle count; in Tweaking < Scattering < particle
you can click on the little emission coefficient and divide the selected particles by two for example one, two or three time. it will divide the particle count for each particle system.

for example, let say you created :
-“my_particle_system_1” that have 5 million particles
-“my_particle_system_2” that have 12 million particles
-“my_particle_system_3” that have 300k particles

if you select the 3 particle system and batch divide their particle count by two 2x time:

-“my_particle_system_1” will have 1.25millions particles
-“my_particle_system_2” that have 3 millions particles
-“my_particle_system_3” that have 75k particles

you may even lower the particle number of my_particle_system_2, as 3millions particles showed up is still too much, and result in lag.

ps:
i advise you to learn scattering on smaller terrain, before trying to scatter millions and millions of particles. start easy with a smaller terrain to learn the basics :slight_smile:

1 Like

My meadow scene with 20x30m was slow as duck even with 2.79 system where particles were not so hell slow on viewport. Your scene sounds like an absolute madness.
If you want such big scenes you’ll have to create grass clumps (for example, 5000-1000 grass blades pre-scattered on a smaller plane) and scatter the clumps with particle system. It will be faster, as of blender is comparing every single object in the scene with all other objects to see if they are duplicates. Now try to highlight them all with outline, comparing between particle systems, and add math stuff done by Scatter - masks, elevation, camera culling.

It just won’t work unless blender makes their object handling better.