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Author Topic: Self exclusion map settings  (Read 250 times)

burakumincgi

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Self exclusion map settings
« on: January 30, 2019, 05:29:17 PM »
Hi, is there a way to disable self exclusion when scattering on a single object that has overhanging geometry?
Something like the top limit on the "Object Area Properties".

The first image attached is from the help documentation to show what I'm referring to, the second image is a screenshot from my test scene trying to illustrate the problem.


At the moment my solution is to split the objects in 2 and select both as surfaces in a single Forest object.

My problem is that I need to scatter sand on an environment that is one single object and I would like to save myself the time of splitting everything, something that might not be an option because the environment is quite complex.

hopefully is just a check box to enable or disable, but so far I could not find where this option might be.

Thanks you




Rokas

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Re: Self exclusion map settings
« Reply #1 on: January 31, 2019, 09:54:59 AM »
Hi

Thanks for the question. Please let me explain how default XY surfface scatter mode works.

It projects items from the "sky" down to the object You specified until it hits the surface:

What is overhanging is providing an "umbrella" for surface below it.

What You attached from documentation is collision detection within items.
We are adjusting surface settings. And we do have alternative method to XY- that is called UV.
Manipulating UV map You can adjust distribution density.



Attaching file for reference.
« Last Edit: January 31, 2019, 09:56:31 AM by Rokas »
Rokas
iToo Software

burakumincgi

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Re: Self exclusion map settings
« Reply #2 on: January 31, 2019, 06:54:48 PM »
Hi Rokas,

Thank you very much for your answer, I do know about XY vs UV distribution, unfortunately we might not have time to unwrap the entire environment.

If I understand correctly, this is the way the software works and the only option will be to use the UV distribution method.