Chaos Scatter > [Scatter] I need help!
[solved] Corona Scatter Exclude areas
romullus:
Well, one still can use small patches for main area and individual blades for edges :] I'm glad to hear that there's no significant differences between huge and humongous counts of instances.
maru:
Some time ago Ludvik explained to me that it is best to use as few instances as possible - so the most efficient would be to create big grass clumps. I am not sure how important it is, though, but I guess this should not make much difference unless you are scattering billions of high poly objects. So:
one high poly grass blade per proxy:
-small field = ok
-huge area = no no
lots of high poly grass blades per proxy = ok, unless it is impossible to use (for example edges like mentioned above)
lots of low poly blades per proxy = best (obiously); if possible, as above
Torsten:
So using the output maps on the Vertexcolor seems to do a good job. This is how the path looks like now. I have used large patches of grass for the main surface scatter, and used smaller patches (10% of the large patch) for the border/edges. This does a pretty good job.
The only problem i am having is the control over the width of the border. I can't seem to make it wider. I attached an image of romulus file where i put arrows for direction. I want to have control of how far from the border the objects are scattered. And it would also be nice if the scatter would be less dense further from the border. ( i painted how i think such a distribution would look like in graph).
romullus:
Small patches won't extend in areas where vertx colours are pure white. You have to add more information into vertex map, either by bluring existing vertex colours or adding grey colours manually with a brush.
Ondra:
--- Quote from: maru on 2015-10-01, 12:16:03 ---Some time ago Ludvik explained to me that it is best to use as few instances as possible - so the most efficient would be to create big grass clumps. I am not sure how important it is, though, but I guess this should not make much difference unless you are scattering billions of high poly objects. So:
--- End quote ---
If you can afford to choose (which usually is not the case), when instancing/scattering, it is always best to minimize the higher of (number of instances, number of polygons in the instance). This is usually done by having approximately same number of instances as number of polygons. This will be the best compromise between speed and memory usage.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version