UltraScatter2 - Now in store!

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  • barbultbarbult Posts: 26,156

    @felis It appears that the three instance groups consist of one instance group per original tree prop (look at the names Free_Tree1, Free_Tree2, Free_Tree3). When you delete two of the instance groups from the scene, are all the remaining trees, on the plane, instances of the SAME tree? Do all three tree props load at the world origin 0,0,0 when you manually just load the tree prop into your scene, or are some of them offset from world origin?

    Do you still have the test scene? If you scatter something other than those specific trees (perhaps tree props from UltraScenery), does it still happen?

  • richardandtracyrichardandtracy Posts: 7,077
    edited October 13

    I've found with my <comparitively uncomplicated> array scripts that, provided the subsidiary nodes are parented to the top level one, that all subsidiary nodes get instanced along with the top one, meaning that in the case of 3 trees, they would stay as three trees in a group and be instanced as a group with the same relationship to each other.

    I wonder if that isn't quite happening here. Could it be that parented nodes are being instanced as a separate group?

    (In practice, with my scripts, instancing the group of nodes together was an advantage, because if the top node being instanced was a clothed character, the clothes were instanced with the character & couldn't get lost.)

    Regards,

    Richard

    Post edited by richardandtracy on
  • felisfelis Posts: 5,720

    Mystery solved.

    Only one tree was in world origin.

    When I moved them all to world origin and reimported they behaved as expected.

     

     

  • barbultbarbult Posts: 26,156
    felis said:

    Mystery solved.

    Only one tree was in world origin.

    When I moved them all to world origin and reimported they behaved as expected.

     

     

    Good. Thanks for confirming the problem and fix.
  • AnEye4ArtAnEye4Art Posts: 846

    Island in the sea.

    Island.png
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  • ArtiniArtini Posts: 10,284

    Very nice, @AnEye4Art

    Interesting island.

     

  • felisfelis Posts: 5,720

    I found an oddity in Ultrascatter.

    If a object has geometric centerweight away from the center, the distribution will be offset proportional with the center difference. I created 3 simple objects, where 2 where rotated 90 degree on the groundplane, the 3rd had a slight offset to a third site. The distribution will actually land far away from the area they should be distributed on.

    In the below are the 3 objects distributed on the plane, but the 2 with a heavy weight away for center enter up far away in that direction, whereals the 3rd with a minor weight off remained half on the plane and half outside.

    Firts image show the objects, and some of the 3rd distribution, and the second an overview of where everthing is distributed.

     

    DS_UltraSc_2.PNG
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    DS_UltraSc_1.PNG
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  • ArtiniArtini Posts: 10,284
    edited October 20

    I have just tested and the objects were scattered away from the plane, placed in the camera view.

    It is pretty easy to move instances back to the place, I wanted them, but I have not encountered

    such behavior previously.

    test20251020a02pic02.jpg
    1920 x 1080 - 729K
    Post edited by Artini on
  • AnEye4ArtAnEye4Art Posts: 846

    Mountain view

    Mountains.png
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  • AnEye4ArtAnEye4Art Posts: 846

    Old stomping grounds

    Grassy.png
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  • AnEye4ArtAnEye4Art Posts: 846

    Storm's A Comin.

    Storm's A Comin.png
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  • AnEye4ArtAnEye4Art Posts: 846

    Hidden Gem.

    Hidden Gem.png
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  • Yes, absolutely right. It looks fantastic, like a caldera where the fertile soil is in the remnant if the lava in the volcano's throat. The rest is just scoured to bedrock by the ejecta. 

    Regards,

    Richard.

  • AnEye4ArtAnEye4Art Posts: 846

    As far as the eye............

    As_Far_2.png
    2625 x 1477 - 6M
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