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Spline based Maxwell Scatter area definition

Posted: Sun Jul 27, 2014 4:53 pm
by numerobis
Please add some more advanced and flexible distribution controls like spline based areas - here is an example from ForestPack

http://www.youtube.com/watch?v=JoV7AUULPGA#t=355


The same applies to Maxwell Grass - it's quite laborious to set up different distribution maps for every scene.

Doublicating and clipping the ground geometry various times is possible, but also quite unflexible and it generates unnecessary geometry.

Re: Spline based Maxwell Scatter area definition

Posted: Mon Jul 28, 2014 2:51 pm
by dariolanza
Hello numerobis,

I'm afraid that developing this for all platforms would be very complicated, particularly for those 3D platforms that don't handle bezier curves.

But you do can manage to make it work that way with the current tools: on your platform, you can create a bezier spline where you want and give it a width producing a ribbon object with the width you want.
Then you can set that ribbon object slightly underneath the ground (so it may stay not visible) and apply the Maxwell_Scatterer (or even MultiScatter if you want)to that ribbon object. The trees and plants will cover the ribbon and appear in the areas you indicated.

Let me know if this workaround is helpful to achieve the result you want.

Greetings

Dario Lanza

Re: Spline based Maxwell Scatter area definition

Posted: Mon Jul 28, 2014 4:37 pm
by numerobis
Hi Dario,

like i said, doublicating geometry is the way i use now (for grass).

Why would you need bezier splines instead of simple (poly-)lines which are available in every 3D-app?