powerspeed_de Posted November 2, 2011 Share Posted November 2, 2011 World Clutter при расстановке объектов использует начало координат объекта, в случае с mesh - используется pivot - соответственно. покрыть всю поверхность невозможно. объекты распространяются только из центра координат родителя. У terrain начало координат в углу, поэтому он засеивается весь. как быть с сеткой? пример - есть сфера, на всей поверхности которой нужно разместить, например, кубики - с помощью world clutter - как это сделать? World Clutter by placing objects is the origin of the object, in the case of the mesh - used pivot -, respectively. cover the entire surface is impossible. facilities subject only to the center of the coordinate parent. In terrain origin in the corner, so he lay down all over. what to do with the mesh? example - is a sphere, on the whole surface of which must be placed, for example, cubes - with world clutter - how to do it? Link to comment
manguste Posted November 10, 2011 Share Posted November 10, 2011 In the new SDK that will be available in a couple of days there should be no problems with that. Our developers are working on it right now. You will only need to offset the position of the World clutter and set Angle to 0. Link to comment
powerspeed_de Posted December 12, 2011 Author Share Posted December 12, 2011 изменилось только распространение объектов относительно pivot , но по прежнему невозможно использовать всю поверхность 1 Link to comment
powerspeed_de Posted December 15, 2011 Author Share Posted December 15, 2011 как покрыть объект полностью? нужна возможность использовать отрицательное значение угла. how to cover the object completely? need to be able to use the negative angle. Link to comment
ulf.schroeter Posted December 15, 2011 Share Posted December 15, 2011 Try using 2 half-spheres (upper/lower sides). With one sphere it will most probably not work because intersection testing for WorldClutter can only handle a single (in your case upper side) object intersection. Link to comment
powerspeed_de Posted December 15, 2011 Author Share Posted December 15, 2011 sphere is a simple example, it is assumed solid surface that has a different tilt angles, hollows and bumps - the entire surface should be covered evenly Link to comment
ulf.schroeter Posted December 15, 2011 Share Posted December 15, 2011 WorldClutter (like ObjectGrass) has been designed for more-or-less planar (single intersection solution) parent meshes (e.g. terrain). It uses randomly generated X-Y position for object population. For a generated specific X-Y position the Z-coordinate will be calculated via vertical intersection testing with parent mesh geometry. In case of your sphere for each X-Y position there will be 2 intersections, but WorldClutter calculates only 1 intersection. Therefore your lower sphere half remains "empty". Dividing the sphere into 2 separate sphere halfs each with its own child WorldClutter object might be a work-around for your problem. Link to comment
manguste Posted December 26, 2011 Share Posted December 26, 2011 Added description for WorldClutter parent mesh to avoid confusion. Link to comment
Rob Posted April 26, 2012 Share Posted April 26, 2012 Isnt there a work around to get this to work only for the bottom half of my cave without having to split it up in 2 parts? I just tried to add a clutter node but as soon as I make it a parent of the cave and turn on intersection nothing happens, the rocks in the node dissapear completely Would be ideal if the clutter node would get the option to check intersection from +Z or -Z in Unigine, this way it would project from bottom or top so instead of using a split sphere or cave you could use 1 Mesh with 2 different clutter masks, I dont even know if that is possible but would be great if it was 1 Link to comment
Rob Posted May 3, 2012 Share Posted May 3, 2012 Would be great if something like this would be possible: http://udkc.info/index.php?title=Tutorials:Foliage_Factory 1 Link to comment
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