A scattering tool for Indigo
A scattering tool for Indigo
Hi guys!
I've had this idea for a while now, but i started to script it on the weekend. It's a small scattering tool for Indigo that scatters a model over the surface of another model. It is similar to 3ds Max scatter except that it uses Indigo instances. The actual scattering is created during the export process so there is no heavy geometry in the max viewports. You can also have multiple "layers" of different objects on one model.
I think it could be useful for making carpets and stuff like that. It can't cover very large areas though, but I got quite good results using it on 10x10 meter square. So i guess it can be used for doing grass for very small areas.
There is no user interface yet. I'm thinking, that maybe i'll integrate it into Maxigo some day...as a modifier or something like that.
Here is a quick grass test (rendered in Indigo of course). There are 2 "layers" scattered on to a plane. One is a weed model and other is flower.
I've had this idea for a while now, but i started to script it on the weekend. It's a small scattering tool for Indigo that scatters a model over the surface of another model. It is similar to 3ds Max scatter except that it uses Indigo instances. The actual scattering is created during the export process so there is no heavy geometry in the max viewports. You can also have multiple "layers" of different objects on one model.
I think it could be useful for making carpets and stuff like that. It can't cover very large areas though, but I got quite good results using it on 10x10 meter square. So i guess it can be used for doing grass for very small areas.
There is no user interface yet. I'm thinking, that maybe i'll integrate it into Maxigo some day...as a modifier or something like that.
Here is a quick grass test (rendered in Indigo of course). There are 2 "layers" scattered on to a plane. One is a weed model and other is flower.
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- teapot+grass.jpg (162.8 KiB) Viewed 208755 times
Thanks!
@sth
Everything is geometry. No alpha maps.
I added texture support. Scattered models can now get their color from ground. Should be good for making carpets. Exporting time is a bit longer when using a texture though.
Some tests of different carpet types...
@sth
Everything is geometry. No alpha maps.
I added texture support. Scattered models can now get their color from ground. Should be good for making carpets. Exporting time is a bit longer when using a texture though.
Some tests of different carpet types...
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- carpet3-small.jpg (201.31 KiB) Viewed 208576 times
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- carpet2-small.jpg (239.42 KiB) Viewed 208580 times
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- carpet1-small.jpg (223.12 KiB) Viewed 208592 times
Simply awesome!suvakas wrote: I added texture support. Scattered models can now get their color from ground.
But...how??? Do you have to create a different Indigo material for each color of the texture map at export time? How do you extract the color of the texture and apply it to the scattered model? I am guessing there are some Maxcript functions that can help you out here.
If I place an object on to the surface model, then I'm storing the UV coordinates of surface from that exact spot and then I'm geting the pixel color of texture bitmap according to those UV coords.Whaat wrote: But...how??? Do you have to create a different Indigo material for each color of the texture map at export time? How do you extract the color of the texture and apply it to the scattered model? I am guessing there are some Maxcript functions that can help you out here.
When i have the pixel color, then I'm creating an indigo material with that color.
In short it is just tracking UV vertex back to bitmap pixel.
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