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Chaos Scatter Edge Trimming Playground!

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maru:
Corona 9 RC1 comes with a new Chaos Scatter Edge Trimming feature!

Where to find it?
It's a new ChaosScatterEdgeTrimming map you can find in the material editor under the Chaos Scatter category.

How to use it?
You need to plug your Edge Trimming map into the opacity slot of the material of the object that you are scattering (in case of multiple objects - you need to plug this map into the opacity slot of every material used). If any part of the instance (any mesh element) falls outside of the area specified by the scatter, this part will be invisible. This area area can be specified using:
- The distribute-on target object itself (in case of scattering on a plane object, any instance part outside of the plane object will be invisible)
- Include splines (any instance part outside of the include spline will be invisible)
- Exclude splines (any instance part inside the include spline will be invisible)
There is no need to enable any special options in the Chaos Scatter object itself.

Where is this useful?
- Grass lawns - in case of using large grass clumps, no grass blades will be growing outside of the defined area (defined by the distribute-on object or by include/exclude splines)
- Carpets - in case of using large clumps of strands, no strands will be placed outside of the carpet area
- Pebbles, rocks, bark chippings, or any other objects which you need to distribute within some specific boundary and make sure no instances stick outside of that boundary.

What are the limitations?
- This feature comes with a certain precision. In case of distributing a model consisting of a lot of elements (think 10 000 elements or more), it would be too slow to check the position of each one of them. This means that trimming works best with models consisting of as few elements as possible, but at the same time, this limitation should not be a problem in usual scattering scenarios (scattering grass, trees, rocks, etc).
- When the distribute-on object is smaller than the model object itself, some issues may appear where the instances would stick outside of the expected area. The solution in this case is to make the scattered instances smaller. This also should not be a problem in usual use cases, because in practice it would mean having a smaller grass lawn area than a single grass patch.
- Currently, you need to manually (or using a script) connect the Edge Trimming map to the opacity slots of each of the materials you are using for your scattered instances. This can be challenging, especially in case of scattering models with many different materials. We are planning to improve this workflow.

Edge Trimming on:


Edge Trimming off:


aaouviz:
"Added new ChaosScatterEdgeTrimming map (under Chaos Scatter category). Can be plugged into opacity slot of model object's material to perform trimming of its whole individual mesh elements (e.g. grass blades in grass patches) for each instance alongside Include/Exclude splines and target object's boundaries"

I cannot for the life of me, get this to work... I have the ChaosScatterEdgeTrimming map plugged in to the material for the scatter object (do I need to plug anything into that, for it to work?). It just.does.not.work. I have Scatter build Sept 29 (RC1) installed. I can see the texture node, obviously, but no additional settings in the Scatter modifier list/settings?

maru:

--- Quote from: aaouviz on 2022-09-30, 20:00:06 ---"Added new ChaosScatterEdgeTrimming map (under Chaos Scatter category). Can be plugged into opacity slot of model object's material to perform trimming of its whole individual mesh elements (e.g. grass blades in grass patches) for each instance alongside Include/Exclude splines and target object's boundaries"

I cannot for the life of me, get this to work... I have the ChaosScatterEdgeTrimming map plugged in to the material for the scatter object (do I need to plug anything into that, for it to work?). It just.does.not.work. I have Scatter build Sept 29 (RC1) installed. I can see the texture node, obviously, but no additional settings in the Scatter modifier list/settings?

--- End quote ---

Maybe the attached image helps?
Also: https://forum.corona-renderer.com/index.php?topic=37994.0

PROH:
Haven't tried it yet. But it sounds extremely cumbersome to make this work. Imagine several objects with a multimaterial each.
That's not userfreindly.

aaouviz:

--- Quote from: PROH on 2022-09-30, 20:24:19 ---Haven't tried it yet. But it sounds extremely cumbersome to make this work. Imagine several objects with a multimaterial each.
That's not userfreindly.

--- End quote ---

Agreed - it's a nightmare with ForestPackPro. I was really hoping Corona would be able to make an improvement on this, very disappointed

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