raistlin whishes !
Posted: Wed Jun 23, 2010 3:00 am
Hi again
I've some wishes for you !
-the surface parameter for scater item is a really power thing, because we can unwrap terrain and modify it after, with a independant placement of vegetation or other element. But, the precisly placement of items is a pain... I would try to suggest you a little idea.
Could it be possible to create a symbol, a cross or a circle with a lin for direction in a photoshop brush, and paint some "track" point, like the cross placed for 3D tracking ? , it should be a really usefull thing ! I know (and i'm using) the precisly trick with polygon and regular pattern, it work really good but, if the topology of the surface move, we have to replace everything... and we loose a lot of good points from your plug !
- maybe a wish for the placement with the regular method (polygon method?) could it be possible to apply each elements from multiscatter by ID ? Each element have the same parameters like each other but with that we can place more precisly each element just with one multiscatter object...
- An option to scatter each object as far is possible from the same one... often, i deal with the same tree near the same one... When we have 1 or 5 elements it's not a problem because we could add the scale or rotate on Z option to solve this duplication, but for element like humans (if i have 20 men in one multiscatter object for exemple) i really often see twice same guys near from each other... Boring !
- I notice there isn't collision beetween different multiscatter object...
- Is there the possibility to create a link like parent and children beetween objects and maybe a react?
For exemple : if i have a multiscatter for trees, i'd love to have on other multiscatter with leaves, dirt and other to react with the collision parameter, the leaves could be placed around the tree ... I don't know if i be clear... The reaction is everywhere on the surface... (like in a nodal one...)
- the ability to "group" each element like with species... (and not with noise or smoke mask...)
thanks !
I've some wishes for you !
-the surface parameter for scater item is a really power thing, because we can unwrap terrain and modify it after, with a independant placement of vegetation or other element. But, the precisly placement of items is a pain... I would try to suggest you a little idea.
Could it be possible to create a symbol, a cross or a circle with a lin for direction in a photoshop brush, and paint some "track" point, like the cross placed for 3D tracking ? , it should be a really usefull thing ! I know (and i'm using) the precisly trick with polygon and regular pattern, it work really good but, if the topology of the surface move, we have to replace everything... and we loose a lot of good points from your plug !
- maybe a wish for the placement with the regular method (polygon method?) could it be possible to apply each elements from multiscatter by ID ? Each element have the same parameters like each other but with that we can place more precisly each element just with one multiscatter object...
- An option to scatter each object as far is possible from the same one... often, i deal with the same tree near the same one... When we have 1 or 5 elements it's not a problem because we could add the scale or rotate on Z option to solve this duplication, but for element like humans (if i have 20 men in one multiscatter object for exemple) i really often see twice same guys near from each other... Boring !
- I notice there isn't collision beetween different multiscatter object...
- Is there the possibility to create a link like parent and children beetween objects and maybe a react?
For exemple : if i have a multiscatter for trees, i'd love to have on other multiscatter with leaves, dirt and other to react with the collision parameter, the leaves could be placed around the tree ... I don't know if i be clear... The reaction is everywhere on the surface... (like in a nodal one...)
- the ability to "group" each element like with species... (and not with noise or smoke mask...)
thanks !