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Scatter wish list
SiNi Si
4 years ago

Tell us what you would like to see with Scatter. Give us your wish list here!

Scatter wish list
user image   SiNi Si
4 years ago

Tell us what you would like to see with Scatter. Give us your wish list here!

  user image   SiNi Si   Scatter wish list
4 years ago

Tell us what you would like to see with Scatter. Give us your wish list here!

user image
  SiNi Si
6 years ago
  Scatter wish list
4 years ago

Tell us what you would like to see with Scatter. Give us your wish list here!

user image
  SiNi Si
6 years ago
  Scatter wish list    Pinned
4 years ago

Tell us what you would like to see with Scatter. Give us your wish list here!

  3 Topic Replies

  dan_334
4 years ago

Hello. I started beta testing and i have a few suggestions/ questions.

1. There is no "clusters" option, to group certain vegetation type like in real world. Are you thinking of introducing it?
2. Spline exclusion is not precise when it comes to edges between 2 surfaces( asphalt and grass) I think it is really important and a precise method to cut geometry there is needed since is really hard to start painting with smaller geometry.
3. It would be cool to add surfaces to same scatter instead of adding scatter objects. For example i have 3 ground planes with grass. I know i can attach all 3 but sometimes we need to keep them separate. (Not so important feature i guess)
4. Is there no way to save a preset? Even in beta i think it is really important, and i couldn't find it. I spent some time setting the scatter and i would like to have a folder with scatter presets so i can pick fast .
5. The ram optimization is really good. I like that i can add a lot of grass and still it stays low on ram and renders fast:)
6. We also need falloff maps for density and scale since vegetation starts to get more rare and sometimes shorter to the border.
7 And yes! scatter on vertical surfaces would be great.
8 I noticed that exclusion doesn't work on projected spline. IF it is not on the same z value like the scattering surface it doubles geometry. It would be normal that the splines project on the surface too.
9 inclusion spline too? not only exclusion and paint?

I know many of them are from forest pack. But i feel the start is promising, yet i don't know if investing in it at this time ( with current features) would make it the only scatter to have. The place i work rely on forest pack because it's vast use. We can scatter anything. What i am saying is that currently Sini scatter feels like a lite version of software. I love the speed of rendering and the fact that uses really small amount of ram. Just wanted to give a feedback as we ( the artists) can help software and hardware and everything else grow :). Thank you !

  user image    dan_334
4 years ago

Hello. I started beta testing and i have a few suggestions/ questions.

1. There is no "clusters" option, to group certain vegetation type like in real world. Are you thinking of introducing it?
2. Spline exclusion is not precise when it comes to edges between 2 surfaces( asphalt and grass) I think it is really important and a precise method to cut geometry there is needed since is really hard to start painting with smaller geometry.
3. It would be cool to add surfaces to same scatter instead of adding scatter objects. For example i have 3 ground planes with grass. I know i can attach all 3 but sometimes we need to keep them separate. (Not so important feature i guess)
4. Is there no way to save a preset? Even in beta i think it is really important, and i couldn't find it. I spent some time setting the scatter and i would like to have a folder with scatter presets so i can pick fast .
5. The ram optimization is really good. I like that i can add a lot of grass and still it stays low on ram and renders fast:)
6. We also need falloff maps for density and scale since vegetation starts to get more rare and sometimes shorter to the border.
7 And yes! scatter on vertical surfaces would be great.
8 I noticed that exclusion doesn't work on projected spline. IF it is not on the same z value like the scattering surface it doubles geometry. It would be normal that the splines project on the surface too.
9 inclusion spline too? not only exclusion and paint?

I know many of them are from forest pack. But i feel the start is promising, yet i don't know if investing in it at this time ( with current features) would make it the only scatter to have. The place i work rely on forest pack because it's vast use. We can scatter anything. What i am saying is that currently Sini scatter feels like a lite version of software. I love the speed of rendering and the fact that uses really small amount of ram. Just wanted to give a feedback as we ( the artists) can help software and hardware and everything else grow :). Thank you !

    user image   dan_334
4 years ago

Hello. I started beta testing and i have a few suggestions/ questions.

1. There is no "clusters" option, to group certain vegetation type like in real world. Are you thinking of introducing it?
2. Spline exclusion is not precise when it comes to edges between 2 surfaces( asphalt and grass) I think it is really important and a precise method to cut geometry there is needed since is really hard to start painting with smaller geometry.
3. It would be cool to add surfaces to same scatter instead of adding scatter objects. For example i have 3 ground planes with grass. I know i can attach all 3 but sometimes we need to keep them separate. (Not so important feature i guess)
4. Is there no way to save a preset? Even in beta i think it is really important, and i couldn't find it. I spent some time setting the scatter and i would like to have a folder with scatter presets so i can pick fast .
5. The ram optimization is really good. I like that i can add a lot of grass and still it stays low on ram and renders fast:)
6. We also need falloff maps for density and scale since vegetation starts to get more rare and sometimes shorter to the border.
7 And yes! scatter on vertical surfaces would be great.
8 I noticed that exclusion doesn't work on projected spline. IF it is not on the same z value like the scattering surface it doubles geometry. It would be normal that the splines project on the surface too.
9 inclusion spline too? not only exclusion and paint?

I know many of them are from forest pack. But i feel the start is promising, yet i don't know if investing in it at this time ( with current features) would make it the only scatter to have. The place i work rely on forest pack because it's vast use. We can scatter anything. What i am saying is that currently Sini scatter feels like a lite version of software. I love the speed of rendering and the fact that uses really small amount of ram. Just wanted to give a feedback as we ( the artists) can help software and hardware and everything else grow :). Thank you !

user image
  dan_334
6 years ago
  dan_334   Reply
4 years ago

Hello. I started beta testing and i have a few suggestions/ questions.

1. There is no "clusters" option, to group certain vegetation type like in real world. Are you thinking of introducing it?
2. Spline exclusion is not precise when it comes to edges between 2 surfaces( asphalt and grass) I think it is really important and a precise method to cut geometry there is needed since is really hard to start painting with smaller geometry.
3. It would be cool to add surfaces to same scatter instead of adding scatter objects. For example i have 3 ground planes with grass. I know i can attach all 3 but sometimes we need to keep them separate. (Not so important feature i guess)
4. Is there no way to save a preset? Even in beta i think it is really important, and i couldn't find it. I spent some time setting the scatter and i would like to have a folder with scatter presets so i can pick fast .
5. The ram optimization is really good. I like that i can add a lot of grass and still it stays low on ram and renders fast:)
6. We also need falloff maps for density and scale since vegetation starts to get more rare and sometimes shorter to the border.
7 And yes! scatter on vertical surfaces would be great.
8 I noticed that exclusion doesn't work on projected spline. IF it is not on the same z value like the scattering surface it doubles geometry. It would be normal that the splines project on the surface too.
9 inclusion spline too? not only exclusion and paint?

I know many of them are from forest pack. But i feel the start is promising, yet i don't know if investing in it at this time ( with current features) would make it the only scatter to have. The place i work rely on forest pack because it's vast use. We can scatter anything. What i am saying is that currently Sini scatter feels like a lite version of software. I love the speed of rendering and the fact that uses really small amount of ram. Just wanted to give a feedback as we ( the artists) can help software and hardware and everything else grow :). Thank you !

user image
  dan_334
6 years ago
  dan_334   Reply
4 years ago

Hello. I started beta testing and i have a few suggestions/ questions.

1. There is no "clusters" option, to group certain vegetation type like in real world. Are you thinking of introducing it?
2. Spline exclusion is not precise when it comes to edges between 2 surfaces( asphalt and grass) I think it is really important and a precise method to cut geometry there is needed since is really hard to start painting with smaller geometry.
3. It would be cool to add surfaces to same scatter instead of adding scatter objects. For example i have 3 ground planes with grass. I know i can attach all 3 but sometimes we need to keep them separate. (Not so important feature i guess)
4. Is there no way to save a preset? Even in beta i think it is really important, and i couldn't find it. I spent some time setting the scatter and i would like to have a folder with scatter presets so i can pick fast .
5. The ram optimization is really good. I like that i can add a lot of grass and still it stays low on ram and renders fast:)
6. We also need falloff maps for density and scale since vegetation starts to get more rare and sometimes shorter to the border.
7 And yes! scatter on vertical surfaces would be great.
8 I noticed that exclusion doesn't work on projected spline. IF it is not on the same z value like the scattering surface it doubles geometry. It would be normal that the splines project on the surface too.
9 inclusion spline too? not only exclusion and paint?

I know many of them are from forest pack. But i feel the start is promising, yet i don't know if investing in it at this time ( with current features) would make it the only scatter to have. The place i work rely on forest pack because it's vast use. We can scatter anything. What i am saying is that currently Sini scatter feels like a lite version of software. I love the speed of rendering and the fact that uses really small amount of ram. Just wanted to give a feedback as we ( the artists) can help software and hardware and everything else grow :). Thank you !

  SiNi Si
4 years ago

First let me say this is great feedback, and thanks for this.

So, to answer your questions or comments...

1 - Cluster objects is a must and we will be adding this feature. For a small quick fix you can use the same distribution map for similar objects. BUT yes, we need a better way of doing this.

2 - Spline will be changed and we will also be adding falloff too.

3 - Yes, we are planning to let you scatter on many objects too.

4 - We are holding off on the library save and load until we are closer to a finished product due to changes in the software. But yest this will be in all our tools soon.

5 - Thanks for letting us know it's good on ram. We will be making that faster and able to do way more objects in the future too.

6 - This is a great feature and we will look into falloff maps for scale. As for the density, it should do that. I will have to take a second look at this.

7 - For scattering on vertical surfaces you just need to adjust the normal percent value. See attached image

8 - We can look into this too.

9 - We will add this option, and thanks for the tip.


All this feedback is very important to us and will in the end help us build better tools for you. In the end we are not trying to replace forest pack, we just want to give users other options. Some options include being able to animate the amount or execution splines without objects jumping around, and built in colour correction.

Thanks again Dan

Si

  user image    SiNi Si
4 years ago

First let me say this is great feedback, and thanks for this.

So, to answer your questions or comments...

1 - Cluster objects is a must and we will be adding this feature. For a small quick fix you can use the same distribution map for similar objects. BUT yes, we need a better way of doing this.

2 - Spline will be changed and we will also be adding falloff too.

3 - Yes, we are planning to let you scatter on many objects too.

4 - We are holding off on the library save and load until we are closer to a finished product due to changes in the software. But yest this will be in all our tools soon.

5 - Thanks for letting us know it's good on ram. We will be making that faster and able to do way more objects in the future too.

6 - This is a great feature and we will look into falloff maps for scale. As for the density, it should do that. I will have to take a second look at this.

7 - For scattering on vertical surfaces you just need to adjust the normal percent value. See attached image

8 - We can look into this too.

9 - We will add this option, and thanks for the tip.


All this feedback is very important to us and will in the end help us build better tools for you. In the end we are not trying to replace forest pack, we just want to give users other options. Some options include being able to animate the amount or execution splines without objects jumping around, and built in colour correction.

Thanks again Dan

Si

    user image   SiNi Si
4 years ago

First let me say this is great feedback, and thanks for this.

So, to answer your questions or comments...

1 - Cluster objects is a must and we will be adding this feature. For a small quick fix you can use the same distribution map for similar objects. BUT yes, we need a better way of doing this.

2 - Spline will be changed and we will also be adding falloff too.

3 - Yes, we are planning to let you scatter on many objects too.

4 - We are holding off on the library save and load until we are closer to a finished product due to changes in the software. But yest this will be in all our tools soon.

5 - Thanks for letting us know it's good on ram. We will be making that faster and able to do way more objects in the future too.

6 - This is a great feature and we will look into falloff maps for scale. As for the density, it should do that. I will have to take a second look at this.

7 - For scattering on vertical surfaces you just need to adjust the normal percent value. See attached image

8 - We can look into this too.

9 - We will add this option, and thanks for the tip.


All this feedback is very important to us and will in the end help us build better tools for you. In the end we are not trying to replace forest pack, we just want to give users other options. Some options include being able to animate the amount or execution splines without objects jumping around, and built in colour correction.

Thanks again Dan

Si

user image
  SiNi Si
6 years ago
  SiNi Si   Reply
4 years ago

First let me say this is great feedback, and thanks for this.

So, to answer your questions or comments...

1 - Cluster objects is a must and we will be adding this feature. For a small quick fix you can use the same distribution map for similar objects. BUT yes, we need a better way of doing this.

2 - Spline will be changed and we will also be adding falloff too.

3 - Yes, we are planning to let you scatter on many objects too.

4 - We are holding off on the library save and load until we are closer to a finished product due to changes in the software. But yest this will be in all our tools soon.

5 - Thanks for letting us know it's good on ram. We will be making that faster and able to do way more objects in the future too.

6 - This is a great feature and we will look into falloff maps for scale. As for the density, it should do that. I will have to take a second look at this.

7 - For scattering on vertical surfaces you just need to adjust the normal percent value. See attached image

8 - We can look into this too.

9 - We will add this option, and thanks for the tip.


All this feedback is very important to us and will in the end help us build better tools for you. In the end we are not trying to replace forest pack, we just want to give users other options. Some options include being able to animate the amount or execution splines without objects jumping around, and built in colour correction.

Thanks again Dan

Si

user image
  SiNi Si
6 years ago
  SiNi Si   Reply
4 years ago

First let me say this is great feedback, and thanks for this.

So, to answer your questions or comments...

1 - Cluster objects is a must and we will be adding this feature. For a small quick fix you can use the same distribution map for similar objects. BUT yes, we need a better way of doing this.

2 - Spline will be changed and we will also be adding falloff too.

3 - Yes, we are planning to let you scatter on many objects too.

4 - We are holding off on the library save and load until we are closer to a finished product due to changes in the software. But yest this will be in all our tools soon.

5 - Thanks for letting us know it's good on ram. We will be making that faster and able to do way more objects in the future too.

6 - This is a great feature and we will look into falloff maps for scale. As for the density, it should do that. I will have to take a second look at this.

7 - For scattering on vertical surfaces you just need to adjust the normal percent value. See attached image

8 - We can look into this too.

9 - We will add this option, and thanks for the tip.


All this feedback is very important to us and will in the end help us build better tools for you. In the end we are not trying to replace forest pack, we just want to give users other options. Some options include being able to animate the amount or execution splines without objects jumping around, and built in colour correction.

Thanks again Dan

Si

  daniel_2368
4 years ago

Not sure if it´s in but a function so that one can scatter on animated, deforming surfaces. Also some kind of lock function if the scattered objects is placed with density. As for Forest pack the only way to keep the scattered objects from sliding on deforming objects is to use pflow, with all that comes with that. Sluggish and limited.

Best
Daniel

  user image    daniel_2368
4 years ago

Not sure if it´s in but a function so that one can scatter on animated, deforming surfaces. Also some kind of lock function if the scattered objects is placed with density. As for Forest pack the only way to keep the scattered objects from sliding on deforming objects is to use pflow, with all that comes with that. Sluggish and limited.

Best
Daniel

    user image   daniel_2368
4 years ago

Not sure if it´s in but a function so that one can scatter on animated, deforming surfaces. Also some kind of lock function if the scattered objects is placed with density. As for Forest pack the only way to keep the scattered objects from sliding on deforming objects is to use pflow, with all that comes with that. Sluggish and limited.

Best
Daniel

user image
  daniel_2368
6 years ago
  daniel_2368   Reply
4 years ago

Not sure if it´s in but a function so that one can scatter on animated, deforming surfaces. Also some kind of lock function if the scattered objects is placed with density. As for Forest pack the only way to keep the scattered objects from sliding on deforming objects is to use pflow, with all that comes with that. Sluggish and limited.

Best
Daniel

user image
  daniel_2368
6 years ago
  daniel_2368   Reply
4 years ago

Not sure if it´s in but a function so that one can scatter on animated, deforming surfaces. Also some kind of lock function if the scattered objects is placed with density. As for Forest pack the only way to keep the scattered objects from sliding on deforming objects is to use pflow, with all that comes with that. Sluggish and limited.

Best
Daniel


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Copyright © SiNi Software 2024 All rights reserved
Registration: 10001189
Autodesk Autherized developer logo
SiNi Software logo for terms and conditions
Copyright © SiNi Software 2024 All rights reserved
Company Registration: 10001189
Autodesk Autherized developer logo
SiNi Software logo for terms and conditions
Copyright © SiNi Software 2024 All rights reserved
Company Registration No: 10001189
Autodesk Autherized developer logo
SiNi Software logo for terms and conditions
Copyright © SiNi Software 2024 All rights reserved
Company Registration No: 10001189