Author Topic: Scatter option - No repeats  (Read 5973 times)

2019-05-20, 21:41:16

Jpjapers

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It would be so useful for scattering people if there was an option not to use models more than once saving duplicates in the scene and just randomly distributing people in a given space

2019-05-21, 11:06:48
Reply #1

maru

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So you pick 100 different models, scatter them in some area, and none of them is duplicated? Interesting...
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2019-05-21, 11:45:24
Reply #2

romullus

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If Corona scatter would read instanced objects from the list sequentially, then all you have to do, is to set total number of instances to be equal to the count of unique objects...

You can still try that and if number of unique objects is not too big, you should be able to find random seed combination where no instace is duplicated.
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2019-05-21, 12:06:46
Reply #3

Jpjapers

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So you pick 100 different models, scatter them in some area, and none of them is duplicated? Interesting...

Yeah essentially that. Ive been looking for a way to just have a max file full of good 3d people and scatter them within a given area but i cant find a way of doing it without duplicates :(

2019-05-21, 12:07:25
Reply #4

Jpjapers

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If Corona scatter would read instanced objects from the list sequentially, then all you have to do, is to set total number of instances to be equal to the count of unique objects...

You can still try that and if number of unique objects is not too big, you should be able to find random seed combination where no instace is duplicated.

Thats an interesting method ill give it a try thanks

2019-05-22, 10:51:24
Reply #5

Tanakov

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It would be so useful for scattering people if there was an option not to use models more than once saving duplicates in the scene and just randomly distributing people in a given space

This was requested before, to have some kind of "No duplicates" scatter that uses just the amount of mesh models that you give it so you don't have duplicates.

+1 from me as I requested that :D
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2019-05-22, 11:10:57
Reply #6

mike288

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Hi, thanks, taking a note :-)
Chaos Scatter developer | In case of crash, please send minidump | Private uploader: https://corona-renderer.com/upload

2019-05-23, 12:07:55
Reply #7

Tanakov

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Hi, thanks, taking a note :-)

I have a few suggestions to Scatter that I'm not sure if are in any way decided on. Is there a way to contact you about those features?
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2019-05-23, 15:51:33
Reply #8

mike288

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I have a few suggestions to Scatter that I'm not sure if are in any way decided on. Is there a way to contact you about those features?
Sure, please send me an email to wirth@corona-renderer.com. I am looking forward to your ideas. :-)
Chaos Scatter developer | In case of crash, please send minidump | Private uploader: https://corona-renderer.com/upload

2019-05-23, 21:31:19
Reply #9

sebastian___

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It's especially visible when there are two identical models close to each other, so maybe it would be also interesting if the scatter could duplicate models but only if the models are far away from each other. Which would be perhaps more difficult for the scatter to achieve.
« Last Edit: 2019-05-24, 01:46:01 by sebastian___ »

2019-05-24, 15:08:25
Reply #10

Jpjapers

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It's especially visible when there are two identical models close to each other, so maybe it would be also interesting if the scatter could duplicate models but only if the models are far away from each other. Which would be perhaps more difficult for the scatter to achieve.

Some sort of duplication radius that dictates how close duplicates can be perhaps.

2019-05-24, 15:33:15
Reply #11

romullus

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So it's like some sort of time traveller's paradox - you can travel back in time, but you have to be careful not to meet younger yourself back there, otherwise you both will annihilate :]
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2019-05-24, 17:27:04
Reply #12

sebastian___

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At least that's what happened in Timecop.
I can already imagine an quantum implosion right in the 3ds max viewport.

2019-05-24, 17:45:14
Reply #13

Jpjapers

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At least that's what happened in Timecop.
I can already imagine an quantum implosion right in the 3ds max viewport.

Dont have to imagine, just try and turn turbosmooth to 10 right before an autosave with interactive on