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Map based control of scattered geometry

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Map based control of scattered geometry

Unread postby igbw712 » Wed Jan 25, 2017 6:30 pm

It'd be great if inside the scatter you could define which Geo to scatter where based on a map. For example sample Geo group 1 could be outlying buildings tagged to a color then another color for inner city Group and so forth and an area that are a blend of the 2 colors would be mixture of the 2 groups. Currently I have to create multiple scatters using decimation to achieve similar result. I can see this being a major time saver regardless of whether it's a city or what types of trees/vegetation you want to use at different elevation and so on.
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Re: Map based control of scattered geometry

Unread postby bvz2000 » Thu Jan 26, 2017 11:14 pm

Something like this would be very useful, I agree.

But a couple of comments about your suggestion:

1) What does it mean to blend two colors? I can blend two channels (red and green for example) and know that the output is a blend and not a new channel. But how would I do that for two colors (magenta and yellow for example) and know that the blend is a blend and not a third "color" intended to be for a third scattered item?

2) Clarisse already has somewhat of what you are looking for. If you set the scatter input mode to "Luminance" then it will pick the item from the geometry list based on the luminance of the image you are using. For example, if you have 5 items you want to scatter, if you put in a gradient as the "scatter input" map, you will get the first item scattered where the luminance is between 0 and .2, the second scattered where the luminance is between .2 and .4, and so on. The problems with this technique are:

A) When you add a new piece of geo, everything gets redistributed.
B) You have to dither your image if you want to mix items near each other and that is harder than just painting a soft blend.

All that aside, I agree that something like what you suggest would be a good idea.
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Re: Map based control of scattered geometry

Unread postby igbw712 » Thu Jan 26, 2017 11:33 pm

I was think more definable red being assigned to a grouping of geo and then the next Geo group would be assign to yellow. That was depending on how much yellow or read is in the makeup will define the percentage of how much of Group1(red) Geo vs Group 2(yellow) geo is scatter in an area. It would speed up environment production immensely I think and doesn't see like it would be that hard to integrate if you look decimation as your starting point in the coding. Anyway that's my two sense love your program!
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Re: Map based control of scattered geometry

Unread postby igbw712 » Sat Jan 28, 2017 10:55 pm

Could you post a simple project using luminance to control scattering with some basic instruction I can't seem to get it to work. Thanks!
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Re: Map based control of scattered geometry

Unread postby daaims » Mon Jan 30, 2017 10:47 am

Hi,

Here a simple setup with luminance controlled scatter.
LuminanceBasedScatter.project
(35.58 KiB) Downloaded 32 times


Cheers ;)
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Re: Map based control of scattered geometry

Unread postby bruce » Mon Jan 30, 2017 11:08 am

Hi ,
I find another way to do it.This is not perfect but it works.The idea is to "key" color with some branch nodes and assign an integer value as ouptut and use it as ID for the scattering mode ID.

Cheers,
Attachments
color_to_ID.zip
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Re: Map based control of scattered geometry

Unread postby igbw712 » Wed Feb 08, 2017 2:54 am

thanks for the examples is there anyway to add a custom_id to a group or combiner? there's no utility option on either.
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Re: Map based control of scattered geometry

Unread postby bruce » Wed Feb 08, 2017 10:18 am

Hi igbw,

Yes ! just right click on a group separator of the property panel and choose "creat" fill the fields and choose "long" "single" type for integer. And it's done !

Cheers.
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Re: Map based control of scattered geometry

Unread postby igbw712 » Thu Feb 09, 2017 10:10 pm

I wasn't clear on what you meant by group separator but got it to work. Just for clarity for anyone else that reads this post if you right click on say in this instance the 'general tab' (black area) you can add attributes. There's so much need for more documentation in the online wiki manual.
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Re: Map based control of scattered geometry

Unread postby Mikros_Licensing » Tue Feb 28, 2017 5:40 pm

Hi there,

I try to do the same thing as the simple setup with luminance controlled scatter (LuminanceBasedScatter.project from daaims) but with a GeometryAbcPointCloud instead of a GeometryPointCloud. The decimate value using a texture does not seem to work the same way (all geo is decimate no matter the input texture). Can you confirm and help me to use this same logic to control how to scatter geometry on imported ABC PF?

Cheers,

Clément
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