Poll

3 scatter features you want the most:

Clustering (clusters containing mostly same e.g. tree type)
58 (27.8%)
Clumping (auto-creating e.g. grass patches first and scattering them then)
22 (10.5%)
More presets in Cosmos
10 (4.8%)
Better presets in Cosmos
6 (2.9%)
Painter
36 (17.2%)
Performance optimizations
21 (10%)
1D spline scattering improvements (more options)
7 (3.3%)
Render-time displacement support
17 (8.1%)
Better motion blur support
1 (0.5%)
Scattering groups/hierarchies
12 (5.7%)
Precise collision avoidance
9 (4.3%)
More UV scattering patterns
6 (2.9%)
More viewport display modes
4 (1.9%)

Total Members Voted: 87

Author Topic: The most wanted Chaos Scatter feature?  (Read 5623 times)

2022-06-21, 15:16:21

mike288

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We need to prioritize, as there are so many feature ideas to implement. We would like to know your preferences. Please tell us what we should consider doing first, second, ...

Each have 3 votes. You can change your mind later.
« Last Edit: 2022-06-21, 15:55:50 by mike288 »
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2022-06-21, 15:24:06
Reply #1

arqrenderz

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I like to have the ability to scale independent objects INSIDE the scatter, i have already asked for this and some one from corona just told me to scale the original object, WE don't want to scale the original objects! Please listen to the users, we are the ones using the tool, don't think as coders when asking for user feedback.
We also want as much speed as posible, right now it becomes sluggish on heavy geometry and lots of scattered objects.

2022-06-21, 15:55:03
Reply #2

mike288

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I like to have the ability to scale independent objects INSIDE the scatter, i have already asked for this and some one from corona just told me to scale the original object, WE don't want to scale the original objects! Please listen to the users, we are the ones using the tool, don't think as coders when asking for user feedback.
We also want as much speed as posible, right now it becomes sluggish on heavy geometry and lots of scattered objects.

Could you please describe in which scenario a dedicated scale control for each model would help? It is always better to describe the problem you are trying to solve, than yelling 'I need this' without telling why. We are always interested in user feedback. Just understand that things take time to design and implement. Resources are limited. We work hard, believe me.

As for the performance issues you experience, could you please provide us scenes that we could use for finding/testing optimizations?

Thank you.
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2022-06-21, 16:03:12
Reply #3

SnifferCZ

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I like to have the ability to scale independent objects INSIDE the scatter, i have already asked for this and some one from corona just told me to scale the original object, WE don't want to scale the original objects!

despite the fact that we have added the ability to change the scale - preserve scale mode ;)

2022-07-11, 20:48:10
Reply #4

mferster

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I voted for the following in order of importance.

Edge Trimming >>>>>>> Render time displacement support > clustering

1. Edge trimming
(out of all the options listed this is the one would save me the most time in my process.)

2. Render-time displacement support
(I was surprised how few people have voted for this feature, not having render time displacement support limits the use cases of where you can use chaos scatter)

3. Clustering is important for having natural scatters

2022-07-22, 17:23:26
Reply #5

mike288

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Noted, thanks. :-)

As for the displacement, it is at least possible to use displacement modifier (for target scatter-on objects) doing displacement on 3ds Max side.
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2022-07-22, 18:49:30
Reply #6

romullus

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An option to scatter instances depending on topology of the distribution object would be nice, e.g. place instances on vertices, edges, center of faces, etc.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2022-07-26, 16:42:18
Reply #7

Ink Visual

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Being able to save user presets and load them from the "library" within scatter interface would be absolutely brilliant, that would surely help with assets management for bigger studios with multiple artists working at the same project.

2022-07-27, 11:54:56
Reply #8

Juraj

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(I was surprised how few people have voted for this feature, not having render time displacement support limits the use cases of where you can use chaos scatter)


Agree, nowadays to have a tree without any displacement looks almost cartoonish. Scattered objects must retain render-time disp.

Edge Trim, Disp and Clustering for me as well.
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2022-07-27, 13:48:10
Reply #9

romullus

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Juraj, render-time displacement on scattered instanced is and always was supported by the scatter. The vote is for implementing support of render-time displacement for distribution object, so when you scatter trees (rocks, grass) on terrain that has displacement, scattered instances would correctly follow displaced surface.

Edge Trim, Disp and Clustering for me as well.

That is exactly my vote too :]
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2022-07-28, 10:48:51
Reply #10

Juraj

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Juraj, render-time displacement on scattered instanced is and always was supported by the scatter. The vote is for implementing support of render-time displacement for distribution object, so when you scatter trees (rocks, grass) on terrain that has displacement, scattered instances would correctly follow displaced surface.

Edge Trim, Disp and Clustering for me as well.

That is exactly my vote too :]

Oh my bad. But then again, even ForestPack was only able to precompute this last time I checked.
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2022-07-31, 23:58:10
Reply #11

Basshunter

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Edge Trim, Clustering and the most important one: scattering on displaced geometry

2022-08-03, 20:24:17
Reply #12

mferster

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Oh my bad. But then again, even ForestPack was only able to precompute this last time I checked.


2022-08-03, 22:00:23
Reply #13

romullus

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OMG, artist friendly workflow it is not. I'm sure Corona team would come up with much more simpler and user friendly solution.
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2022-08-04, 03:42:40
Reply #14

lupaz

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OMG, artist friendly workflow it is not. I'm sure Corona team would come up with much more simpler and user friendly solution.

LOL thought the same. He ends the video:"and that's all there is to it". Jeez