Planetside Software Forums

General => File Sharing => Shaders, Materials => Topic started by: René on November 22, 2017, 05:42:36 AM

Title: free megascans
Post by: René on November 22, 2017, 05:42:36 AM
Get it while you can!
I haven't tried them yet but the debris look very useful.

https://megascans.se/library/free

I don't know if this already has been posted.
Title: Re: free megascans
Post by: zaxxon on November 22, 2017, 09:49:34 AM
There are some new free scans available since the initial releases, and it looks there are some 8k map versions up as well. The 8k versions have exr displacement maps as well as the jpeg displacement maps. The problem with the debris models is that Terragen doesn't (as of yet) have a "scatter" option in the Distribution Shader to load multiple meshes into the tool. That would be a nice feature to add.  :)
Title: Re: free megascans
Post by: D.A. Bentley (SuddenPlanet) on November 22, 2017, 12:19:43 PM
Hey thanks René!  I went to download the free stuff and noticed I had been given 50 free points too!  :)  Maybe because I had purchased Quixel Suite in the past.  Now the hard part is choosing how to spend my points. 
Title: Re: free megascans
Post by: DannyG on November 22, 2017, 12:38:58 PM
Quote from: D.A. Bentley on November 22, 2017, 12:19:43 PM
Hey thanks René!  I went to download the free stuff and noticed I had been given 50 free points too!  :)  Maybe because I had purchased Quixel Suite in the past.  Now the hard part is choosing how to spend my points.

Buy 4K 3d objects, the surfacing doesn't render well in TG .. yet  .. I hope :)
Title: Re: free megascans
Post by: bobbystahr on November 22, 2017, 07:50:53 PM
Quote from: zaxxon on November 22, 2017, 09:49:34 AM
There are some new free scans available since the initial releases, and it looks there are some 8k map versions up as well. The 8k versions have exr displacement maps as well as the jpeg displacement maps. The problem with the debris models is that Terragen doesn't (as of yet) have a "scatter" option in the Distribution Shader to load multiple meshes into the tool. That would be a nice feature to add.  :)

hear hear
Title: Re: free megascans
Post by: Matt on November 22, 2017, 08:34:56 PM
Quote from: zaxxon on November 22, 2017, 09:49:34 AM
There are some new free scans available since the initial releases, and it looks there are some 8k map versions up as well. The 8k versions have exr displacement maps as well as the jpeg displacement maps. The problem with the debris models is that Terragen doesn't (as of yet) have a "scatter" option in the Distribution Shader to load multiple meshes into the tool. That would be a nice feature to add.  :)

Do you want to be able load meshes into the Distribution Shader (which is an interesting idea but I wonder if it can't be done some other way), or are you just talking about multi-object Populators?

Matt
Title: Re: free megascans
Post by: zaxxon on November 22, 2017, 09:37:19 PM
I've used a couple of different "scatter" tools and all have some interesting and different takes on populating multiple species of objects. Unreal for instance, allows a 'boundary' setting for each one of the species of multiple groupings; sort of neat as you can have ground-covers set back from tree trunks, or create nice random clumping, etc. For me something like the ability to load multiple objects and distribute them thru the populator tool would be great. The 'scatter' objects are hard at present to work with in TG: manually separating the sub-objects in a DCC app and then creating a diverse group object for import into TG only works so much; as the individual sub-objects don't conform to the terrain.  I believe I saw that multiple object populations were a planned TG feature upgrade at some point, and I'm looking forward to whatever you folks come up with.
Title: Re: free megascans
Post by: Matt on November 22, 2017, 10:42:42 PM
Quote from: zaxxon on November 22, 2017, 09:37:19 PM
I've used a couple of different "scatter" tools and all have some interesting and different takes on populating multiple species of objects. Unreal for instance, allows a 'boundary' setting for each one of the species of multiple groupings; sort of neat as you can have ground-covers set back from tree trunks, or create nice random clumping, etc. For me something like the ability to load multiple objects and distribute them thru the populator tool would be great. The 'scatter' objects are hard at present to work with in TG: manually separating the sub-objects in a DCC app and then creating a diverse group object for import into TG only works so much; as the individual sub-objects don't conform to the terrain.  I believe I saw that multiple object populations were a planned TG feature upgrade at some point, and I'm looking forward to whatever you folks come up with.

In the past when I've talked about "multi-object populations", what I usually meant is a population that contains objects of more than one type, or species, or variant. It's main goal is to be able to do more with just one populator node so that we don't have to duplicate so many masks and other settings just to get some rich variety. For example, I might want to load in 5 different models of pine tree and have the populator randomly pick each instance from this set of 5. Or I might take it further and build a simple ecosystems of multiple species of trees, bushes and grasses, all within one populator.

The realism would depend on what sort of rules could be defined for distribution of each species within the populator. I know that in other apps you can control some interesting attributes for each species to have them interact with other objects in realistic ways when they are scattered over the landscape. I would look at applying some of those ideas as attributes to the different models that are loaded into the multi-object populator. Multi-object populators in Terragen would therefore be a kind of ecosystem which can be masked and distributed en masse if you want. But perhaps this is a much too Terragen-specific way of looking at things and there is probably a better way.

When someone talks about 'scatter' tools, this is what I think they mean. Often with some physics simulation to figure out where things fall on the ground. But you say "scatter objects" I think you are talking about something more? No matter what kind of distribution rules are available in this multi-object populator idea, it's still assuming that we select a bunch of object files or models in a database (or perhaps an ecosystem preset that says which models to use) and putting them into one populator node. It also assumes that each object is pre-made (probably in some other app) to sit at the origin, although some physics simulation could help us to work with models that are not placed at the origin. But beyond that, it sounds to me like you are also looking for ways to take a model that exists in a file, without any pre-defined grouping, and to automatically break it into separate pieces so that the physics simulation can scatter those pieces. This would be great. Do other tools already do this (breaking an object into pieces automatically) and Terragen needs to catch up? or is it an area where we could break (ha ha) new ground (haha)? Puns totally not intended, except perhaps by my subconscious.

Matt
Title: Re: free megascans
Post by: bobbystahr on November 23, 2017, 12:07:06 AM
Quote from: Matt on November 22, 2017, 10:42:42 PM
Quote from: zaxxon on November 22, 2017, 09:37:19 PM


it sounds to me like you are also looking for ways to take a model that exists in a file, without any pre-defined grouping, and to automatically break it into separate pieces so that the physics simulation can scatter those pieces. This would be great. Do other tools already do this (breaking an object into pieces automatically) and Terragen needs to catch up? or is it an area where we could break (ha ha) new ground (haha)? Puns totally not intended, except perhaps by my subconscious.

Matt



Imagine3D RIP did that from sub groups as an animation FX but you could apply it to a single frame. I was aimed more at explosion but IIRC it could explode/disperse horizontally or spherical.
Title: Re: free megascans
Post by: AP on November 23, 2017, 12:45:54 AM
Multi-object populations is a very good idea and would be very useful. What also would be useful is an option to stack populations over one another, this way true overlapping for internal and or imported objects can be possible.
Title: Re: free megascans
Post by: zaxxon on November 23, 2017, 02:35:17 AM
Megascans uses the term "scatter object" for collections of objects; like leaves, twigs, pebbles, etc. When loaded into an app that understands the structure each separate mesh can then be randomly distributed and  manipulated. Here is an example of two Megascans scatter objects being used in Itoo's forest Pack, a 3DMax plugin. I've attached an image of one of the scatter collections. Start watching the video at 10:10

https://www.youtube.com/watch?v=7B17VEFZyuQ

Title: Re: free megascans
Post by: Kevin F on November 24, 2017, 03:29:33 AM
Excuse my ignorance but how do you get these scans into Terragen? Can they be converted to object files?
Title: Re: free megascans
Post by: bobbystahr on November 24, 2017, 09:51:01 AM
Quote from: Kevin F on November 24, 2017, 03:29:33 AM
Excuse my ignorance but how do you get these scans into Terragen? Can they be converted to object files?
[/quote

I convert them to .obj in DAZ and sort the obj out in PoseRay but I've heard Blender will also handle .fbx as well as 3DS max
Title: Re: free megascans
Post by: Kevin F on November 24, 2017, 10:11:18 AM
thanx Bobby I'll give it a whirl!
Title: Re: free megascans
Post by: Dune on November 24, 2017, 10:32:21 AM
It's quite a lot of work to separate all the objects to singles and relocate to 0/0/0, though.
Title: Re: free megascans
Post by: zaxxon on November 24, 2017, 10:46:20 AM
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!
Title: Re: free megascans
Post by: Oshyan on November 24, 2017, 04:57:34 PM
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
Title: Re: free megascans
Post by: zaxxon on November 24, 2017, 06:51:49 PM
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.
Title: Re: free megascans
Post by: Oshyan on November 24, 2017, 07:10:40 PM
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
Title: Re: free megascans
Post by: Dune on November 25, 2017, 02:58:29 AM
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.
Title: Re: free megascans
Post by: zaxxon on November 25, 2017, 10:34:19 AM
Thanks Ulco. I think that would work, I'll give it a try.
Title: Re: free megascans
Post by: Dune on November 26, 2017, 02:06:08 AM
And if you need leeside pops, just shift it.
Title: Re: free megascans
Post by: agent unawares on November 30, 2017, 04:23:58 PM
Wow, they have just a sheer number of flower scans all helpfully labeled "Plant."