Forum Moderators: wheatpenny, TheBryster
Vue F.A.Q (Last Updated: 2024 Nov 26 6:57 am)
In order to get variations in the instances sizes, you need to set " Keep rpoportions" to somewhere around 90%, but then you ned to enter a maximum size variation in x,y, and z . Keep the values small ( around 0.3)
But this will be a max variation which means the variation will be random, but up until the values you enter. There in way to precisely control the sizes of instances this way. To control it precisely, you need to create a variable scaling function, using a greyscale bitmap, where black will be the smallest, and white the biggest.
What exactly do you want? I understand you want variations in the sizes of instances, but precisely? Smaller plants in front? I'm not sure I see what you want exactly. And before saying Vue is rubbish, what other porogram lets you create ecosystems with plants that have colour and size variations built in, so they never look exactly the same, and without crashing your system?
Ok, in a paint program create a 800x800 image , apply a black & white gradient to it, and save as black & white jpeg.
In Vue, scaling & orienting tab of the ecosystem material, check the variable scaling function. Right click the sphere to get to the function editor. Clcik on the image map node on the left of the interface to connect to the scaling output. Click the arrow at the bottom left of the image map preview, at the bottom of the window, to load in your b&w image, then click ok to exit the Function editor. Back in the variable scaling window of the material editor, change the keep proportions slider to around 90%, and enter 0.2 in the x, y and z max size variation. Now populate.
You'll see that instance sizes are now dependent on the greyscale image. Where the image is black, instances are smaller than where the image is white.
If it's not in the right order ( eg, you want bigger instances in the front of your terrain and it's actually the opposite you see),go back to the function editor, and rotate the image map using the little arrows on the bottom right of the image map preview.
I did test it, right before replying to you, and it worked. Now if you don't know how to make it work, it's ok, just say it, but don't say it doesnt work, because it does.
Small changes are easy: the "keep rpoportions "slider must stay close to 100% ( which is why I said 90%, but 95% may be better), and keep the values in x,y and z small; like 0.2.
If you do this, it will work, just as it worked in my tests.
Just one thing that I told you and was wrong: if you use an image for size variation, no need to use the other sliders, they are overridden by the image.
So if you want small variations, I suggest you don't use black in the image map, only greys. The ligher the gradient, the less variations you'll get.
Bruno,
I think nruddock is correct. There are variations 'built-in' to solid growth plants, which are not controllable from EcoSystems. But, there's an easy work around. Just create a single solid-growth plant, and save it as a VOB, then use the VOB as you have already described and it will be VERY accurate.
langxueya,**
**It's obvious english isn't your native language. I would strongly advise you to refrain from coloquializations and strong curse language as they offend many. It's easy to just say, "I'm frustrated," but to use such bad language is not proper in this forum.
HTH,
Chipp
I think Chipp is absolutely right. It is the nature of SolidGrowth that emulates nature with it's variations. Try a house and you will see, it works properly.
But you definitely never have to place 100 trees manually. Or 1000. You can use scatter/replicate for this easily - an almost two click solution and you are there. With all trees exactly as you want it.
One day your ship comes in - but you're at the airport.
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I don't want to get this