This addon looks interesting, but I guess I’ll ask the question most are probably curious about. Most blender users that are looking for something like this have scatter (Paid).
Does this work with scatter? Does it complicate or compliment the workflow?
To me this looks like a collision scatter tool with some Boolean cutters? Is this meant to be a start of a similar addon with different methods? Just trying to clarify as there isn’t much info and a 2 minute time lapse. Would love to see more scene/workflow on this tool, thank you!
I don’t use Scatter add-on and I could be wrong, but Scatter uses vertex colors and depends on the emitter dense topology.
Changing the vertex colors will also change the distribution of the particles and cause the particles to “flicker” if, for example, you want particle distribution in animated camera frustum.
I use different approach and leave vertex groups free. Making particle collision don’t change particle distribution and artists have more precise control and still they can use vertex groups if they want final touch.
This add-on uses Blender particle systems non-destructively and you could probably use other tools without any problems, but I didn’t test it.
In my opinion Scatter is focused on replacing Blender particle systems workflow.
PSC is focused to complement native Blender particle systems workflow with simple way much as possible.
Scatter mainly distributes particle objects, but PSC mainly calculates the collisions of particle objects and removes them.
Tested it out a few hours and works nice. I didn’t realize the first 2 seconds that we need particle system first. Once that expectation is set, it’s ok. I love the Self Colllisions, Gather around other particle, pointiness, valley, well actually all of the features. I will test more and see if users can combine it with other products that work with particles.
The PSC add-on doesn’t create particle systems and must be set up first by user. Another add-ons might be handy for this task.
The PSC removes intersecting particles from existed particle systems according to the settings. The PSC has an advantage in cases where others addons fail. For example, the PSC doesn’t need the right topology and supports changes without changing the particles distribution. Cooperation with other add-ons, especially with the Scatter add-on, could be very powerful. I am interested in the result of your testing.
Features like Camera Clipping with Offset, are just a teaser for the new version 1.1, which I’m working on right now.
Yes it works indeed with the Scatter addon, and they are complementing eachother. I’ve seen a question on the Scatter thread like “Is there a way we can avoid particles to intersect”. And that is now possible with the Gather Particles feature. I know that there are quite some people a looking for this. There was one solution in the past and that was (I forgot the name) something like a noise algorithm for particles.
But with this we can control all kinds of collisions. Surely that there is market for this.
So I tested it out and for those who want to try I suggest these steps:
Start first with two simple particle setups with 6 bigger cubes and 500 small cones.
Later you can replace easily the cubes with plants from, for example the scatter addon. It’s really a piece of cake.
So you start very simple, and then you if you replaced the cones with daisies for example start with these settings like below:
Update: above is not the collision setup, but shows the collisions feature. There is a setting for Self collision in Collisions and you can also collide with other particles or objects
Is planned in next versions some control over particles on edges? I’m looking some solution to solve Scatter problem with grass on edges of curbs and pavements. Always a few clumps of grass are inside a curb or pavement. Is possible to erase one or tow selected particles by clicking on them in some “Edit mode” (it’s feature similar to Forest Pack addon for 3ds max). You are able in Forest Pack to erase one of two or more single trees or few clumps of grasses by “hand” after all items are scattered (for example You have scattered trees but one or two are to close to camera and You want to erase them).
Anyway - it’s really good addon. I saw a Youtube video and i love Your solution to prepare scattering based on UV maps.
You can do it in the current version using the Collision Collection. You can easily create a mesh enclosing your curbs or pavements with a certain offset and put them in a collection that is used as the collider.
If you want to remove some particles non-destructively, you can use the same technique using boxes placed at the particle position.
To remove particles close to camera, you can also use the Collision Collection with the sphere parented to the camera.