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Scatter Tutorial

18 REPLIES 18
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Message 1 of 19
Christoph_Schaedl
1991 Views, 18 Replies

Scatter Tutorial

Did some experiments with the new scatter nodes. 

 

https://youtu.be/OzGpQo_WNrY

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18 REPLIES 18
Message 2 of 19

Here is the Moss Scene File.

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Message 3 of 19
wzxrc
in reply to: Christoph_Schaedl

Thanks for sharing

Message 4 of 19
Christoph_Schaedl
in reply to: wzxrc

Next one up.

 

https://www.youtube.com/watch?v=WsjWZf8uIWc

 

Sample scene here.

 

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Message 5 of 19

Did now a playlist.

https://www.youtube.com/playlist?list=PLpIjiMMM-ZBnI0K6aYWIVPaXay-awB97d

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Message 6 of 19

The latest update.

https://youtu.be/zR6ZnNr7efU

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Message 7 of 19

Iam watching your Scattter Tutorials, thanks for your work.
Is there a way to edit the scattered Points directly after the scatter node and random rot/scale node.
The Problem is if you change the vertex map the whole distribution of Points changes and there is no art direction.
Everytime you change something you get a complete new result. It would be nice to bake the Points and have the possibility to delete or add single Points after without changing the main result.
A second vertex map to control the baked points? Or the possibility to paint Points?  
 
 

Message 8 of 19

Yes you could paint a second map like shown in the video. 

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Message 9 of 19

what node you use to mask out the points with a second map?
can you show a node graph 

Message 10 of 19

Watch the video here.

 

https://youtu.be/ulPysw6pQIs

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Message 11 of 19

Oh, I think you misunderstood my question, I know how to combine a field with a vertex map and use them in the density map of the scatter node. i want that after the scatter and random nodes - so i don't change the distribution of the point again. I want a static point array and I want delete on this array point with a vertex map.
In Houdini you can store points in a group array and you can do with it what you want. 
Would be nice to have a paint brush to paint or edit scattered Points (like Clarisse).  

Message 12 of 19

That should be possible with the culling node.

 

First you create a graph with the points.

 

Than create a second graph and drop the first into the second.

So the first graph gets chached and in the second you can edit the points further.

 

But you cant move points around. At least not out of the box.

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Message 13 of 19

the cull_points node deletes random points, there is no way to control this per vertex map 
or i missing something here 

Message 14 of 19

It does have a weight port. 

I use it here. 

 

https://youtu.be/WsjWZf8uIWc

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Message 15 of 19

Just wanted to say these are a great intro to using the scatter node so thanks for making them

 

James

Message 16 of 19

Hello! Any Idea why this won't work with Vray?

Message 17 of 19

Vray cant render Bifrost.

You need to create an USD stage.

 

https://youtu.be/A_HU-F07-FY

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Message 18 of 19

Ok I will stick with mash for now. It is still a faster workflow. It's very disappointing to use blender scatter tools which work so effortlessly and then to try to do the same in maya and it's just a pain and time consuming to get anything done unless you use Arnold. I will also try to get used to usd workflow. It seems complicated but I love the frame rates. its just not condusive to building things quickly. Everytime I do a competition I want to pull my hair out because of the terrible scatter features in maya with vray. Thanks for the USD video. I will check it out. 

Message 19 of 19

Also try my scatter preset scene for USD.

https://discord.com/channels/872260298508222534/876728898036039701/1024626385706299473

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