Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] General Discussion => Topic started by: mike288 on 2019-04-26, 08:18:27

Title: Scatter development insights
Post by: mike288 on 2019-04-26, 08:18:27
Here are some renders taking advantage of scattering options that we are currently developing. How do you like them? Let us know your thoughts in the comments!
Title: Re: Scatter development insights
Post by: romullus on 2019-04-26, 10:15:19
OMG!!!
Title: Re: Scatter development insights
Post by: Ink Visual on 2019-04-26, 11:23:31
Great to see scatter being developed. Is that showcasing features of Scatter Pro that there were some rumours about or is it a standard scatter available in Corona?
I guess some of the stuff you showed here is already possible with advanced scattering techniques, using multimap, distance texture etc, but it's quite often very slow to work with.
Can't wait to see new features available though!

Title: Re: Scatter development insights
Post by: PROH on 2019-04-26, 11:33:35
Yes! I totally agre with romullus:

OMG!!!

I sincerely hope this is for Coronas build in standard Scatter :)

Keep it up!
Title: Re: Scatter development insights
Post by: Christa Noel on 2019-04-26, 13:55:40
Code: [Select]
01001111 01001101 01000111do you guys feel what romullus feel? i do
Title: Re: Scatter development insights
Post by: TomG on 2019-04-26, 15:07:55
Thanks for your feedback! The renders here show some Scatter Pro features that we've been working on. It's possible that this could appear in some form in Cinema 4D in the future. It is still in development, so nothing is for certain at the moment.
Title: Re: Scatter development insights
Post by: mferster on 2019-04-26, 21:24:09
I second the

OMG!!

It looks like these are all the things that I've been wanting. Edge constraints, clumping, mapping, mapped transforms.

Good stuff
Title: Re: Scatter development insights
Post by: rozpustelnik on 2019-04-27, 11:22:16
Great stuff is being cooked behind the normal, core development! Great work! I just hope the Pro version will not be sold seprately for Corona users.
Title: Re: Scatter development insights
Post by: Njen on 2019-04-28, 01:08:09
Any chance for the Multimap to work better with Scatter?
https://forum.corona-renderer.com/index.php?topic=16984.msg106375#msg106375
Title: Re: Scatter development insights
Post by: agentdark45 on 2019-04-28, 14:06:28
Looks awesome, can we get a brief rundown of the new features?

Personal feature requests if I may:

1. Spline defined scatter boundaries/exclusions (like Forest pack). I realise you can use distance maps, however that can cumbersome/slow very quickly.

2. Element based non-boolean trimming on scatter objects at boundaries. Use cases: clumpy grass edges vs neat footpaths.

3. Intelligent scatter object hull detection. Use cases: interlocking/dense scatters vs current simple bounding box collision detection.

4. More UV/material mapping options (however it looks like you've already implemented this).


Title: Re: Scatter development insights
Post by: mike288 on 2019-04-29, 07:52:38
Any chance for the Multimap to work better with Scatter?
https://forum.corona-renderer.com/index.php?topic=16984.msg106375#msg106375
AFAIK this bug should be already fixed. Do you still have problems with material IDs?

1. Spline defined scatter boundaries/exclusions (like Forest pack). I realise you can use distance maps, however that can cumbersome/slow very quickly.

2. Element based non-boolean trimming on scatter objects at boundaries. Use cases: clumpy grass edges vs neat footpaths.

3. Intelligent scatter object hull detection. Use cases: interlocking/dense scatters vs current simple bounding box collision detection.

4. More UV/material mapping options (however it looks like you've already implemented this).
Thanks for the tips.
Title: Re: Scatter development insights
Post by: Philip kelly on 2019-04-29, 08:48:30
This is for the PRO version, I presume, so it will be a paid plugin.
What will be the advantage over Forest pro or Railclone?

It has to be asked.
Title: Re: Scatter development insights
Post by: romullus on 2019-04-29, 10:09:16
What will be the advantage over Forest pro or Railclone?

None over railclone, i presume, because they are completely different tools. As for the forest, better compatibility would be already big plus, because we can see quite a lot of various complaints from the forest users in the forum.
Title: Re: Scatter development insights
Post by: Christa Noel on 2019-04-29, 11:43:18
This is for the PRO version, I presume, so it will be a paid plugin...
o man.. i thought it is just kind of improvement of current coronaScatter.
Title: Re: Scatter development insights
Post by: Ondra on 2019-04-29, 13:12:16
We are developing the bundled scatter plugin as well, but it is mostly bugfixes and streamlining of the interface, the big new features go into scatterpro (WIP name). The exact licensing is still being discussed internally
Title: Re: Scatter development insights
Post by: Philip kelly on 2019-04-29, 13:23:24
Thank you for the clarification, I know Corona and forest have a few small issues.

Looking forward to seeing what comes out of this product.

Regards

phil
Title: Re: Scatter development insights
Post by: Ondra on 2019-04-29, 13:39:24
As a sidenote, we are working on improving forestpack support for v4, separately from this. Our goal is not to force people to use our scatter
Title: Re: Scatter development insights
Post by: Lucas Rodrigues on 2019-05-06, 11:41:51

I really feel more comfortable working with the Corona Scatter than with the Forest package. Please consider all these updates in the tool itself and not in an external plug.
Title: Re: Scatter development insights
Post by: sprayer on 2019-05-06, 14:49:58
Agreed with Lucas,why we need separate plugins to use it with corona? I understand what it may be used by non corona users, but why for corona user it will be separate or corona scatter what will lack some features from it
Title: Re: Scatter development insights
Post by: aaouviz on 2019-05-07, 07:02:49
Great updates guys.

I'm just wondering; with these improvements do we somehow now have a solution to the constant issue of seepage (ie; grass scatters crossing past the limits of the geometry onto a path)?

I know this issue has been discussed a lot, and there are workarounds, however most are quite inelegant.
Title: Re: Scatter development insights
Post by: romullus on 2019-05-07, 10:05:25
I'm just wondering; with these improvements do we somehow now have a solution to the constant issue of seepage (ie; grass scatters crossing past the limits of the geometry onto a path)?

Have you seen pictures in the first post? I think you should find answer to your question there ;]
Title: Re: Scatter development insights
Post by: aaouviz on 2019-05-07, 10:29:36
I'm just wondering; with these improvements do we somehow now have a solution to the constant issue of seepage (ie; grass scatters crossing past the limits of the geometry onto a path)?

Have you seen pictures in the first post? I think you should find answer to your question there ;]

Well, to be fair... for all I know that could be individual blades of grass scattered (in which case the problem is non-existent)
Title: Re: Scatter development insights
Post by: FrostKiwi on 2019-05-07, 11:40:25
Scatter relevant feature request:
Recently I'm scraping at my sanity with randomized time for animated textures.
It's almost all gone now :S
I have 12 looping image sequences (~3000 frames long), placed across 400 instances of planes. They are assigned this image sequence via Corona Multi Tex. But if many instances play the sequence in sync, it looks awful, computery and artificial. So obviously every instance should start with a random start time.

But I can't find any way to get this to work, so I copy paste the image sequence 50 times and set a random start time by hand, which works. Randomized start time per instance should be a feature, just as Image sequence / AVI support for Corona Bitmap.

My work around works, but Slate and Max hate me now. Turning on Material render locks up max, sometimes a whole minute =.=
Never mind the crashes. Can't even use PNG sequences and had to switch to .avi files, because the shear mass of image sequence look ups made the PNG library crash.
Title: Re: Scatter development insights
Post by: mike288 on 2019-05-07, 12:34:09
Scatter relevant feature request: ...

Thanks for the tip.
Title: Re: Scatter development insights
Post by: romullus on 2019-05-07, 14:32:51
Thanks for the tip.

Would it be possible to do the same for geometry? Random offset for keyframed animation, as well as animated proxy and point cache without breaking instacing, would be incredibly awesome thing to have.
Title: Re: Scatter development insights
Post by: mike288 on 2019-05-10, 14:24:30
Would it be possible to do the same for geometry? Random offset for keyframed animation, as well as animated proxy and point cache without breaking instacing, would be incredibly awesome thing to have.
Taking a note ...