Author Topic: Chaos Scatter feedback  (Read 26388 times)

2022-08-05, 14:50:28
Reply #45

rowmanns

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@Bjoershol,

Thanks for the scene, my last question for the time being. What is the specification of your computer?

Thanks,

Rowan
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2022-08-08, 09:30:24
Reply #46

Bjoershol

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@Bjoershol,

Thanks for the scene, my last question for the time being. What is the specification of your computer?

Thanks,

Rowan

Hi, these are my specs. Let me know if you need anything else.

Intel Xeon W-1290P CPU @ 3.70GHz
NVIDIA GeForce RTX 2080 Ti
128 GB RAM

2022-08-24, 12:34:27
Reply #47

romullus

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Maybe you could do that near and far would take negative values as well, then user could choose in which direction to extend inclusion exclusion area.

I didn't see this request acknowledged, so i'll repeat it again... just in case ;] Quite often i find situations where i would want that include/exclude spline areas could have falloff in both directions, not only outwards, like it is now.
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2022-09-30, 13:18:23
Reply #48

aaouviz

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Hi,

A quick query; is beta (or daily) version of Scatter available for our use, much like Corona is?

I see on the trello roadmap that edge trimming is done in V2... would LOVE to get my hands on this


Woah, nevermind! I see it was just released, exciting!
« Last Edit: 2022-09-30, 19:13:24 by aaouviz »
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2022-11-08, 12:59:02
Reply #49

tennet

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Any solution to this issue with the slow viewport performance? I'm using a "circular" Spline Mask (as 'include') to grow some trees (just 30 trees on a small area) and C4D freezes for 5-10 seconds every time I try to adjust anything while this spline mask is used in the Chaos Scatter Object. If I delete the mask, then everything runs smoothly again (and trees are growing all over).

1) Is it possible to use 'vertex maps' to distribute Scatter objects?

2) Is it possible to use 'Selection Tags' to distribute scatter objects?

3) Would be nice if it was possible to use other objects as masks (not just splines).

*** I'm using Corona 9 in C4D R21 (PC i9-9900K @3,6GHz and 64GB RAM). For the specs.

2022-11-16, 10:52:23
Reply #50

Beanzvision

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Any solution to this issue with the slow viewport performance? I'm using a "circular" Spline Mask (as 'include') to grow some trees (just 30 trees on a small area) and C4D freezes for 5-10 seconds every time I try to adjust anything while this spline mask is used in the Chaos Scatter Object. If I delete the mask, then everything runs smoothly again (and trees are growing all over).

1) Is it possible to use 'vertex maps' to distribute Scatter objects?

2) Is it possible to use 'Selection Tags' to distribute scatter objects?

3) Would be nice if it was possible to use other objects as masks (not just splines).

*** I'm using Corona 9 in C4D R21 (PC i9-9900K @3,6GHz and 64GB RAM). For the specs.

Hi there, are you able to share a short video of this happening? My PC isn't the best but still performs ok.
(AMD Ryzen 7 2700 Eight-Core Processor 3.20 GHz & 32.0 GB)


As for your points:
1 & 2. Not currently. If there's a way to convert a vertex map to black & white values, this may work. I haven't tried it myself. For point 3, sounds like a feature request to me ;) I will make a mention of it but no promises :)
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2022-12-15, 15:58:22
Reply #51

NereuLZK

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I have realized that chaos scatter is very slow before a new release. I didn't use to it in my projects because I prefer itoo forest, but in some cases I have to use Chaos Scatter. Then, I realized that is very slow compared with itoo forest. I test a render with a simple Ivy and It is slower than a big area with grass with itoo forest for start render and in viewport. This is so bad, very very bad.

Do you have any tips?
Thanks.
« Last Edit: 2022-12-15, 19:13:41 by NereuLZK »

2022-12-16, 16:06:24
Reply #52

Aram Avetisyan

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I have realized that chaos scatter is very slow before a new release. I didn't use to it in my projects because I prefer itoo forest, but in some cases I have to use Chaos Scatter. Then, I realized that is very slow compared with itoo forest. I test a render with a simple Ivy and It is slower than a big area with grass with itoo forest for start render and in viewport. This is so bad, very very bad.

Do you have any tips?
Thanks.

Hi,

Can you please provide both scenes - ChaosScatter and ForestPack - for which you tell that ChaosScatter is much slower than ForestPack.
You may have set up something in ChaosScatter not optimally. In our various tests, it was at least as fast as ForestPack, if not faster.
Aram Avetisyan | chaos-corona.com
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2023-06-30, 12:23:46
Reply #53

d4l1

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Maybe you could do that near and far would take negative values as well, then user could choose in which direction to extend inclusion exclusion area.

I didn't see this request acknowledged, so i'll repeat it again... just in case ;] Quite often i find situations where i would want that include/exclude spline areas could have falloff in both directions, not only outwards, like it is now.

I'd like that too! :)

2023-10-02, 14:03:03
Reply #54

romullus

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Some observations after briefly playing with new Chaos Scatter features.

Group/hierarchy scattering - for some reason groups' frequency values gets truncated in distributed objects list, even though there seems to be enough space for its display in full. Could it be fixed, please? Also if possible, it would be nice that group's swatch colour would be taken from its first member, instead of leaving it black. I think it's standard 3ds Max behaviour.

Slope / Altitude - it would be nice if those limits could have adjustable falloff, ideally the one which could be mapped.

Look at - not sure if that's a bug, but its falloff distance is not actually a falloff, but rather a cut-off , i.e. inside its radius look at effect is fully on and outside it's completely off. Could we have an actual fallof here with near and far values, please?

Another look at feature request - i think this feature would even more useful if we could define multiple look at targets, each with their own influence and falloff radii.

Overall, i'm very happy to finally see some new Scatter features!
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2023-10-19, 17:36:24
Reply #55

Aram Avetisyan

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Thanks for the feedback, Romullus. And sorry for the delay.

Things are still being worked on, I will pass your findings to the devs team for now.
Aram Avetisyan | chaos-corona.com
Chaos Corona QA Specialist | contact us