Author Topic: Can't get scatter distribution to work properly - C4D  (Read 1475 times)

2022-12-09, 08:28:44

eschac

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For some reason, I can't seem to get the scatter distribution (using a c4d noise shader) to work on a piece of sloped terrain.

When I try to make a simple test with a chaos scatter on a landscape primitive, then plugging in a noise shader to the distribution, it works fine (see first screenshot - you can see the shader pattern well). However, when I try to do the same thing using a custom piece of terrain, it doesn't work. You can see in the second screenshot that the distribution is totally uniform and random, which does not match the shader pattern. For reference, I'm using Corona 9 hotfix 1 along with C4d R26.

Any help would be much appreciated! I'll attach the test scene below.

2022-12-09, 11:49:39
Reply #1

Beanzvision

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And what if the second terrain wasn't modified?
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2022-12-09, 18:38:55
Reply #2

eschac

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Thanks for your response but I don't understand what you mean. I need the scatter distribution to work on the designed piece of terrain, that's the whole point.
« Last Edit: 2022-12-09, 19:04:33 by eschac »

2022-12-15, 20:55:29
Reply #3

eschac

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So should I just assume that the distribution function in C4D doesn't actually work in practice? It only functions within a basic test setup using a generic square as terrain?

2022-12-15, 21:38:12
Reply #4

TomG

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It should work just fine on anything, following the distribution based on the input map or shader and the UV of the underlying object. If you plug the same map/shader into the diffuse slot of the material applied to the object, that's what the scatter will follow. At a guess, there is something with the UV of your modified object, perhaps depends on how it was modified, whether that's been baked down, whether the mod is something dynamic that the general UV mapping is not aware of, and so on.
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2022-12-15, 22:40:40
Reply #5

eschac

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The geometry was generated as a mesh based on contour lines - I then used the C4D remesh feature to simplify and clean up the topology a bit.

The strange thing is that I can get the effect to work as desired by using a C4D cloner with a shader map. However this method really tanks my computer's performance compared using a Chaos Scatter.