Random object placement function

Started by A4size, January 19, 2012, 08:29:25 am

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A4size

January 19, 2012, 08:29:25 am Last Edit: January 23, 2012, 09:25:11 am by A4size
Are still testing :)
Even if there is not a slant, an irregularity, is  possible adaptive
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rcallicotte

So this is Disney World.  Can we live here?

A4size

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AndyWelder

Good and very natural looking clumping of the vegetation.
Just puzzled on why you used the blue nodes to achieve this? I found that one can achieve similar results with the spacing settings on the distribution tab of the population: Try a value of 0.2 for both "Object spacing" boxes and a value of 2500 for both "Spacing variation" boxes. If you use an area length a/b of 100 it does not take long to populate and you'll notice the populations will spread out far beyond those boundaries and cover a much larger piece of the terrain while at the same time clumping together. Experimenting with the mentioned values is advised. ;D
"Ik rotzooi maar wat aan" Karel Appel

A4size

Quote from: AndyWelder on January 19, 2012, 02:47:04 pm
Good and very natural looking clumping of the vegetation.
Just puzzled on why you used the blue nodes to achieve this? I found that one can achieve similar results with the spacing settings on the distribution tab of the population: Try a value of 0.2 for both "Object spacing" boxes and a value of 2500 for both "Spacing variation" boxes. If you use an area length a/b of 100 it does not take long to populate and you'll notice the populations will spread out far beyond those boundaries and cover a much larger piece of the terrain while at the same time clumping together. Experimenting with the mentioned values is advised. ;D


Thanks for advice! Try to practice later
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rcallicotte

Thanks for explaining your suggestions, Andy.  Makes things much more interesting here.
So this is Disney World.  Can we live here?

A4size

Quote from: calico on January 20, 2012, 09:31:18 am
Thanks for explaining your suggestions, Andy.  Makes things much more interesting here.


Publish the shortly TGC data ;)
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A4size

From Japan.  / a4size.3dcg@gmail.com
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Walli

I think this is very natural looking! With a nice groundshader, some stones, some rubbish/old/broken stuff....looking forward to see more!

Stephen.Tarheel

tgout looks a lot like the area around san luis resevoir.  Is there a specific area you're trying to emulate?

A4size

Quote from: Stephen.Tarheel on January 23, 2012, 07:27:27 am
tgout looks a lot like the area around san luis resevoir.  Is there a specific area you're trying to emulate?


Everything is random
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Henry Blewer

http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

AndyWelder

January 29, 2012, 03:57:58 am #12 Last Edit: January 29, 2012, 04:52:13 am by AndyWelder
After some tests done with your node/shader setup I find your method for random object placement is giving the better results.
And the great thing is one can combine your method with the one described by me so populations can cover a whole lot of terrain going beyond their boundaries and still not be memory intensive.
I took the liberty of attaching a clip that was made according to the setup displayed in your image.

Edit: I did attach a couple of snippings to illustrate the effect you get when editing the "Object spacing/Spacing variation" values. Note the values for the area lengths didn't change!
"Ik rotzooi maar wat aan" Karel Appel