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Thread: DP Instancer

  1. #106
    Quote Originally Posted by dpont View Post
    DP Instancer and DP Instance distribution modes are the same
    and documented on my site.



    Can't see this mode in the LW Instance Generator,
    should be a request for the native instancing system.

    Denis.
    Perhaps I wasn't clear enough: I did read documentation on your website. But i'm still confused on how it works. For example there is no explanation on how different distr. types compare (Block, Sphere, Plane Cylindircal, Cone...)

    About wireframe color: I'm attaching screnshot of native generator - that's what I miss in your plugin (which, is awesome anyways! )
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  2. #107
    CG Generalist akademus's Avatar
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    How does one reveal instances with an image map. I have a b/w image sequence I want to use to reveal (but not to pop) a whole bunch of stones on a road?
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  3. #108
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    Quote Originally Posted by Jure View Post
    ...About wireframe color: I'm attaching screnshot of native generator
    Same behavior than DP Instance,
    wireframe color is defined by the Reference,
    that's the way to modify it.

    Quote Originally Posted by Jure View Post
    Perhaps I wasn't clear enough: I did read documentation on your website. But i'm still confused on how it works. For example there is no explanation on how different distr. types compare (Block, Sphere, Plane Cylindircal, Cone...)
    About the Distribution node,
    yes I described mainly the differences about the uniformity
    between grid, random, etc,
    it works with the panel "Instance Position" set to Pivot
    since this distribution is not tied to the object geometry,
    Block, Sphere just defines the shape in the scene space,
    Sphere, Cylindrical.. are wrapped surfaces,
    but Block is a rough 3D volume which can be clipped.

    Denis.

    Denis.

  4. #109
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    Quote Originally Posted by akademus View Post
    How does one reveal instances with an image map. I have a b/w image sequence I want to use to reveal (but not to pop) a whole bunch of stones on a road?
    I would go in the node editor,
    using an Image node plugged in the "Enable State" input.

    Denis.

  5. #110
    CG Generalist akademus's Avatar
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    Quote Originally Posted by dpont View Post
    I would go in the node editor,
    using an Image node plugged in the "Enable State" input.

    Denis.
    Did that, but they are still popping and jittery like mad

    I don't really get how masking in Distribution node works!?
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  6. #111
    Quote Originally Posted by dpont View Post
    Same behavior than DP Instance,
    wireframe color is defined by the Reference,
    that's the way to modify it.
    Yes, this much I understand. However in LW the color can be overriden inside Instance Generator. I don't see such option in DP Instancer.

  7. #112
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    Quote Originally Posted by akademus View Post
    Did that, but they are still popping and jittery like mad

    I don't really get how masking in Distribution node works!?
    I can't see your video here, got an error,
    for looking at your settings, I prefer content.
    if you are using the Distribution node, Enable state input
    is not the way, so Mask input is the way but depends
    of the setup.

    Denis.

  8. #113
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    Quote Originally Posted by Jure View Post
    Yes, this much I understand. However in LW the color can be overriden inside Instance Generator. I don't see such option in DP Instancer.
    DP Instancer is not LW Generator,
    I try to limit new options per instancer
    for minor interest, this has a cost, even if it is not used
    when setting multi-instancers.

    Denis.

  9. #114
    CG Generalist akademus's Avatar
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    Quote Originally Posted by dpont View Post
    I can't see your video here, got an error,
    for looking at your settings, I prefer content.
    if you are using the Distribution node, Enable state input
    is not the way, so Mask input is the way but depends
    of the setup.

    Denis.
    I uploaded the content. What I'm strugling to achieve is to get the stones revealed by an animated map but stone by stone. And possible to have this same animated map scaling them down on Y axis also stone by stone.
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  10. #115
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    Quote Originally Posted by akademus View Post
    I uploaded the content. What I'm strugling to achieve is to get the stones revealed by an animated map but stone by stone. And possible to have this same animated map scaling them down on Y axis also stone by stone.
    I can't see jittering or popping here,
    may be because your scene is terribly slow
    on my limited configuration,
    Indeed a mask for revealing is not a smooth effect,
    I suppose that growing the instances could be achieved
    by moving a gradient or an equivalent with image sequence,
    then input it in the Y component
    of a Make Vector node to get a scaling vector.

    Denis.

  11. #116
    Motion Design Lead Iaian7's Avatar
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    Good idea Denis! You could also use the Y vector to simply drop the items below the surface, then move them up (revealing the objects via intersection). Should have fewer issues with super-thin objects still showing up, and so long as your image sequence has a soft edge, the reveal will be pretty smooth.

  12. #117
    Denis,

    one more thing I miss from your instancer: it's the ability to limit instances to specific surface name in "surface mode". Is this something you are planning to add? Oh and how about multithreading the generation of instances?

  13. #118
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    Quote Originally Posted by Jure View Post
    ...one more thing I miss from your instancer: it's the ability to limit instances to specific surface name in "surface mode". Is this something you are planning to add?
    More options? What for? Too lazy to add a weight map?

    ...how about multithreading the generation of instances?
    Do you think, that the LW Generator is multithreaded?
    ..And you know distribution is complex, I doubt really
    that relaxing point could be multithreaded, or even if this is
    possible for some part, this involves more memory,
    also I'm single core, how could I test this, I'm not crazy.

    Denis.
    Last edited by dpont; 04-17-2012 at 02:07 PM.

  14. #119
    Quote Originally Posted by dpont View Post
    More options? What for? Too lazy to add a weight map?
    Yep! You know what they say "laziness is the mother of invention"...

    Quote Originally Posted by dpont View Post
    Do you think, that the LW Generator is multithreaded?
    ..And you know distribution is complex, I doubt really
    that relaxing point could be multithreaded, or even if this is
    possible for some part, this involved more memory,
    also I'm single core, how could I test this, I'm not crazy.

    Denis.
    Yeah I know, it's just that it gets quite slow when you to distribute more than 100.000 instances...

  15. #120
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    As I said before, I tried from the beginning of this
    development to limit the memory used per instancer,
    so a weight map is far more adapted to the situation
    than Surface name, this allows to vary the density
    per polygon, also a full surface mapping would be
    useless for this kind of process, it is more suitable for
    masking the resulted distribution in the node editor,
    knowing that masked (disabled state) instances aren't
    stored at all in memory.

    The actual Surface mode in DP Instancer is accelerated
    in its main process, not brute force, also this process
    is optimized for uniformity, so the relaxation is fast as
    a last refinement, if you compare the 2D Poisson Disc
    in the distribution node ("Distanced.." modes) it is accurate
    in a free space not on the geometry, you could verify that is slower,
    with just an axis projection mapping, if it was fully 3D mapped like the Surface mode the "distanced" uniformity would be ruined,
    more relaxation steps should be added to 'rebuild' its uniformity,
    and the instance distance no more accurate.

    Denis.

 

 
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