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Scatter on Scatter

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Scatter on Scatter

Unread postby jmccallt » Wed Apr 01, 2020 10:48 pm

Hi!

I'm confused on the work flow of scattering on objects, lets say I scatter rocks across a terrain, how do I make those rock a target for moss in another scatter or for a point cloud?

Thanks!
Tom
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Re: Scatter on Scatter

Unread postby RayCaster » Thu Apr 02, 2020 7:41 am

I think you would put the moss on the rock and then scatter the rock
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Re: Scatter on Scatter

Unread postby dboude » Thu Apr 02, 2020 9:03 am

Hi,

Yes, you can scatter moss on a rock, then you combine the scattered moss with the rock. After that, you'll be able to scatter the combiner on the ground.

Cheers ;)
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Re: Scatter on Scatter

Unread postby jmccallt » Thu Apr 02, 2020 3:22 pm

Ahhh okay! Interesting, so a reverse work flow to what I am used to in houdini!

Thanks Ray and Demian!

another question then, if you want to artistically modify one of your procedural moss covered rocks which part do you bake? or would you make a separate hero asset moss-->rock--->handplaced layout

Best!
Tom
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Re: Scatter on Scatter

Unread postby RayCaster » Thu Apr 02, 2020 5:18 pm

oops forgot the to mention the combiner, but on the other point yes bake the rock, it's cool that when you do a bake you still have the orig' scatterer left to play with. There are still many things i'm not sure of with Clarisse, trying to think procedurally is not what I'm used to coming from Max & Vray.
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Re: Scatter on Scatter

Unread postby jmccallt » Thu Apr 02, 2020 5:49 pm

Awesome, ill make a test scene to give this a try

Ive been getting used to Houdini for environments over the past year but now I'm using Clarisse at work it flips everything a bit haha
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Re: Scatter on Scatter

Unread postby dboude » Thu Apr 02, 2020 8:42 pm

Baking scatterers is not a must-do if not needed. You can easily let your moss "dynamic" and combine the moss scatterer with the underlying rock. So you keep the control on the moss.

You can tweak the original scatter, then bake, then re-tweak the original, then re-bake etc...

In this way, you can make a bunch of variations in no time. Keep in mind that when you bake you lose the procedural behavior of your setup.

--------------------------------------

In this setup, you just have to drop/clone stamp objects in the "scene/Rocks" context and moss will appear automatically on your object.

I explain the setup. In the Rocks context is a dynamic group that gathers objects automatically with a dynamic rule. This group is added to a Combiner. So each time you add an object in the Rocks context the combiner gets updated. Then I create a point cloud on this combiner, set to density. So regardless of the number of "Rocks" the point cloud stays homogenous. Then I use a scatter with this point cloud as support and Moss as geometry.

So Each time I add an object in the Rocks context, the group gathers it, the combiner gets updated, then the point cloud gets updated as well and so do the moss scatterer. Finally I used a gradient in Slope mode to decimate the point that pops under the rocks > Full procedural :mrgreen:

Auto_Scatterer_Setup.project
(59.48 KiB) Downloaded 25 times


Cheers
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Re: Scatter on Scatter

Unread postby jmccallt » Fri Apr 03, 2020 2:17 pm

Awesome Demain!

Thank you for the scene and the explanation, makes total sense!

Super interactive too, definitely going to incorporate that into my work flow

Cheers
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Re: Scatter on Scatter

Unread postby dboude » Fri Apr 03, 2020 5:04 pm

You're welcome ;)
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