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otomo
01-12-2007, 08:29 AM
Hi,

I am currently facing the task to put some details in a big landscape model and have to distribute a lot of bushes onto a wide plain. Now I am trying to find the most convenient way to do this.

So far I used a plugin like "place on points" or "replica" to generate a big field of bushes and
and afterwards used the function "randomize" to infuse some chaos.

works not soo bad, but now I wanna have a bit more control over the distribution of the objects. I know that I can control the distribution in "replica" with a point-selection but its still not enough for me.

I.E I wanna have an area with high density vegetation falling off smoothly towards the fringes. This is a bit difficult to achieve with just a point-selection.

Would be nice to control the distribution with a map. In darker areas the concentration would be more dense, in lighter areas less.

Any ideas?

AAAron
01-12-2007, 09:48 AM
Di cloner!!! :thumbsup:

ollle
01-12-2007, 10:31 AM
MoGraph (with the shader-effector) can do this.

Jannis
01-12-2007, 11:40 AM
This is how you can do it with Mgraph,

get a cloner and set it to object.

put the landscape mesh you want to populate in the object link

get a shader effector and in the parameter, set the transform mode to relative or absolute and the transform space to node


In the same parameter settings go to Other and check the visibility option

Now go to the shading option and put a bitmap or a shader. Everything in black will show no clones, everything in white will do. You can use the transform options to adjust scale rotation and placement of the clones

hope this helps

otomo
01-12-2007, 11:42 AM
ui, great, thanks. but will it also generate a smooth falloff in density? i think i just try it.

C.Smith
01-12-2007, 03:25 PM
Since it's based on a texture map you should be able to just smear or blur the edges to create less density. Point is: greyscale == density I reckon.

Per-Anders
01-12-2007, 06:43 PM
ui, great, thanks. but will it also generate a smooth falloff in density? i think i just try it.

If you add a random effector to the mix and allow it to drive the weight value before the shader effector then you can create as smooth a falloff as you want between the areas (the weight value allows effectors to drive one another through their falloff).

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