Scatter5 open-beta

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 this addon is oriented on performance

Can’t really update, haven’t got any code, you’ve just gave me a download link :relaxed:

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

3 Likes

really really cool !
sadly it’s just not possible to do this in blender through an addon
also, blender is not as flexible as unity or unreal

By the way everyone, i’m already working on “Season 01” of Scatter content.
expect an update with new features, and tons of new biomes

4 Likes

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.

Other way is to extend the Blender GPU API
https://docs.blender.org/api/current/gpu.html
with gpu instancing.
Then you could do it from an addon too.

fyi. Thats most of the instancing magic with shadows and lods.

Thanks a lot for your advices !

you may start a topic on the Devtalk about this ! could be really cool for the devs to enjoy.
as an addon dev there’s just nothing i can do :sweat_smile:

1 Like

You did a lot.
Without your work we would not talk about it.)

1 Like

But this topic in particular !
It wasn’t made especially for the devs and scattering

1 Like

Already working on Season 01 of content. featuring new tools, some re-work, a better UI, new free biomes, and let’s hope, some collabs.

Camera clipping tutorial tomorrow

16 Likes

This is great! looking forward for this!
What about to have some preset materials for the terrain for quick results?

i could add some CC0 Material biomes as i already did, but well isn’t this controversial ? as i will need to “resell” CC0 textures

by the way, worked on this border thing for displacement you guys asks some months ago


i think @dbalex wanted this feature

5 Likes

Hey,
I got this lowpoly fern I made a time ago.
Maybe it’s helpful to you. Needs tweeking though


Fern.rar (4.2 MB)

4 Likes

for sure !!! would you agree to give it to me so i can put it in the addon?

1 Like

Yeah for sure, its yours. the zip (rar) file is in my previous post

3 Likes

Just created an operator in the extra tab that will generate terrain from a heightmap
this will be really handy for gaea or world machine users

10 Likes

any plans on adding bushes or shrubs?

As it also plays important role in archivz.

1 Like

YES! Height maps easy imports. Man, it’s almost like you’re building this addon just for me :smiley:

Easily worth the purchase cost.

2 Likes

Would models like this be useful to you? It’s a photoscanned model, remeshed and with its textures reprojected. Nothing fancy, it’s just extracted from a smartphone video.

This one I lost the textures, but I would be happy to share with you further models I will scan, mostly dead trees, rocks, debris…

1 Like