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Author Topic: scattering groups  (Read 2770 times)

GT4505

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Re: scattering groups
« Reply #15 on: May 18, 2018, 05:17:31 PM »
Hi Rokas,

Thank you for this quick and thorough explanation.
I've been trying that with offset in railclone, but didn't get into it enough I think...

I'll have a thorough look at the file you've attached.
thanks for the help!

btw, is there a way to preview the distribution texture on the surface somehow?
this way I can understand more how that texture is placed and scaled on the surfaces...
Pieter van Stee

Wouter

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Re: scattering groups
« Reply #16 on: March 28, 2019, 04:51:58 PM »
Hi Rokas,

It is possible to get the exact position on each triangle.
If I put an UVW MAP-modifier on the triangle, the left-bottom-corner of the plane-gizmo is the pivot-point of the distribution image.
But in UV-mode the map channel-option is greyed-out (map instead of image) and the 'match-color ID on map' doesn't seem to work anymore on a map channel different from 1.

Do you know it it is possible to work with 2 map channels in UV-mode? (1 for distribution, 1 for match color ID)
It works for a mesh with 1 face, but not for RC or a mesh containing multiple faces.

Rokas

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Re: scattering groups
« Reply #17 on: April 03, 2019, 09:41:29 AM »
Hi Wouter

You can use 2nd map channel for Diversity.


Regarding exact position on triangle - there is no better way for now.
Hope this helps.
Rokas
iToo Software

Wouter

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Re: scattering groups
« Reply #18 on: April 03, 2019, 10:55:08 AM »
Thanks for the answer but it doesn't work in UV-mode. It was already at map channel 2 in the post above.
For now I have a workaround using offset and tile in the bitmap settings to use both maps at map channel 1.

morph

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Re: scattering groups
« Reply #19 on: April 15, 2019, 09:46:19 PM »
Hi, i have such issue. I got many trees as groups (trunk/branches/leafs). i want to scatter a forest on hills/mountains and dont want to remake several of those trees as single objects... now i follow the tutorial of how to use groups in FP, but it doesnt work... Rotation and scaling works, but if i turn  on the transformation (move) all groups explodes, really cant have any idea whats going on.. i try it on some simple scatering with 3simple boxes gruped with closed spline as area but it doesnt work as well.

Rokas

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Re: scattering groups
« Reply #20 on: April 16, 2019, 01:06:04 PM »
Hi morph.
Please try these settings:
Rokas
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morph

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Re: scattering groups
« Reply #21 on: April 16, 2019, 03:33:52 PM »
i did.. and it does not work, i have downloaded newest version of FP, but that does not change anything.... as i said rotation and scaling works.. but transformation doesnt. what is more, when i turn on transformation it affects also rotation and scaling,  meaning objects rotates even more and scale even more when transformation enables.. i can paste screen shoot:/

Rokas

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Re: scattering groups
« Reply #22 on: April 16, 2019, 03:40:53 PM »
please attach Your scene.
Rokas
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morph

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Re: scattering groups
« Reply #23 on: April 16, 2019, 04:29:18 PM »
ok, will clear it and post.
« Last Edit: April 16, 2019, 05:10:04 PM by morph »

Rokas

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Re: scattering groups
« Reply #24 on: April 17, 2019, 01:55:45 PM »
Hi
OK, i see the problem

Translation uses objects bounding box and use percentage of that when translating items. Each individually in the group.
We need to make them of the same Bounding Box.
You can do that by attaching 8 empty vertices to all the items in the group:


After doing this translation is unified.
« Last Edit: April 17, 2019, 02:41:07 PM by Rokas »
Rokas
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morph

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Re: scattering groups
« Reply #25 on: April 17, 2019, 03:33:05 PM »
u mean, that i have to add 8 vertices to each object in the group and those vertices need to be in the same exact position? but the problem occurs only if i add to forestpack trees that are displayed as bounding boxs? if i display it as a mesh the problem will disapear?. my objecst are trees vrayproxys so i display them that way to optimize the viewport. Adding 8 ver. to each object in the group is to much work....:/
« Last Edit: April 17, 2019, 03:36:55 PM by morph »

Rokas

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Re: scattering groups
« Reply #26 on: April 17, 2019, 04:00:13 PM »
Adding 8 ver. to each object in the group is to much work....:/
Sorry, then. I hope You will get away without using Translation transform.
Rokas
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morph

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Re: scattering groups
« Reply #27 on: April 17, 2019, 04:06:15 PM »
transformation is a must, otherwhise foret looks like some pattern... :( but in your tutorial, candle and flame doesnt have such vertices so...?, any way, is there a chance that in future that problem may be solved?

Rokas

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Re: scattering groups
« Reply #28 on: April 17, 2019, 04:12:06 PM »
In candle tutorial I did not use translation. Groups works as it works now.
If You need translation transform You have 2 options:
  • collapsing each tree to one mesh
  • creating the same Bounding box for each of the grouped part
« Last Edit: April 17, 2019, 04:14:19 PM by Rokas »
Rokas
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morph

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Re: scattering groups
« Reply #29 on: April 17, 2019, 04:45:34 PM »
ok, understood. already colapsed, generaly it was faster than converting all tree parts once again.
So it works as it works and it cannot be solved internaly by FP right?.