free megascans

Started by René, November 22, 2017, 05:42:36 AM

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zaxxon

#15
The scatter object is a compound object consisting of a collection of individual objects sharing a common UV texture space. You can indeed separate the individual 'sub-objects' in a DCC program and then either create a custom grouping to import into TG or then treat them as  individual objects for populating in TG. But that defeats the intended usage of 'scattering' the disparate objects into debris areas or whatnot.  The utility of  a scatter collection is that multiple objects can be distributed in controllable dispersion patterns that then conform to the underlying terrain or object surfaces. Like twigs and debris on a path or clearing, or autumn leaves around trees, etc.  TG does import the scatter objects from Megascans but they come in as a 'jumbled' heap with one axis point (see attachment).  The linked video shows the scatter object being loaded and each component having a separate axis, which then can be manually  separated or included in a distribution tool that can populate the collection by whatever parameters are available in the app. In that example it is 3DMax using the "Compound Object" toolset.

Dune is correct - it is a pain in the you-know-what!

Oshyan

As far as I know Megascans scatter objects require specific support for Megascans assets (or way of doing things). By coincidence I talked to them at SIGGRAPH, and though nothing is yet in motion, I am hopeful we can support that kind of thing in the future. Note however that the kind of expansion to the capabilities of the populator that Matt is talking about would be required first, at least to take full advantage of their advantages.

- Oshyan

zaxxon

Good to hear that you have had conversations with the Megascans folks. The development of a compound object tool where you could load multiple object types; say for example a cube, a sphere and a cylinder in the same population would be great. To complete 'realistic' scenes involving vegetation, to have he ability to distribute various sorts of debris and fallen leaves in a small number of populations would a huge benefit. Since the subject has been opened: one thing that would be helpful would be a way to refine population distributions in regards the outer boundaries. The painted shader works well, but to have some ability to control the populations  'fall-off' towards the edges of the designated pop area of the density shader would be welcome. I don't know how difficult some sort of 'curve editor' would be to implement (or even if it can be), but currently the populated objects can tend to cluster at the perimeters and a lot of random seed setting and manual culling are necessary to get a good composition. Once again, thanks for the feedback, I think all of us can appreciate the huge workload that You and Matt have there at Planetside.

Oshyan

Balanced as ever Doug, thanks for the kind but also candid thoughts and feedback. I think all of what you're talking about is and has been in our minds, it's just a matter of time to implement (as with everything :D ).

- Oshyan

Dune

Quoterefine population distributions in regards the outer boundaries.

One possible way to do this would be to use soft masks and adjust the contrast and whiteness/blackness by color adjust for different pops. Whiten it for shrubs at forest edges, increase black level for more central pops, etc. Use 'sub'masks masked by these differences for species variation.

zaxxon

Thanks Ulco. I think that would work, I'll give it a try.

Dune

And if you need leeside pops, just shift it.

agent unawares

Wow, they have just a sheer number of flower scans all helpfully labeled "Plant."