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unscatter an object?
show user profile  lizinthesky
I have some objects which I scattered over a plane, but now I want to scatter that object over another plane somewhere else... but I didn't make a copy of it (d'oh!). Is there a way to unscatter it, or get the object again, or do I have to remake it? (its not complex, but just annoyiong if I have to remake it).


read 636 times
4/14/2008 2:37:16 PM (last edit: 4/14/2008 2:37:16 PM)
show user profile  VKotek
deleting individual polies or undo. thats about all I can think of. its like unbooleaning an object, the change has been made to the mesh.
Vojtech Kotek

read 634 times
4/14/2008 2:39:26 PM (last edit: 4/14/2008 2:39:26 PM)
show user profile  mrgrotey
if its still an actual 'scatter' object go into its only subobject level (Operands)
Click on the source object in the 'Objects' list (in the modify panel)
Then click on Extract Operand.

It will then put that object back where you picked it from

read 629 times
4/14/2008 2:47:19 PM (last edit: 4/14/2008 2:47:55 PM)
show user profile  lizinthesky
ah, thanks mrgrotey, that worked :)

extept it had lost its texture, but that didn't matter I just reapplied it.


read 623 times
4/14/2008 2:52:29 PM (last edit: 4/14/2008 2:52:29 PM)
show user profile  lizinthesky
Actually, while i'm on the subject of scattering, does anyone know of a more efficient method of distrbuting objects accross areas? I am currently scattering flowers over grass, and would like some patches of more dense flowers and some more sparse - so far I just made a big plane for the sparse areas, and some smaller planes on top for the dense areas and applied the scatter to each with appropriate values.

If there is a more efficient method of doing this (eg to specify which areas the flowers should be more dense), please let me know!


read 610 times
4/14/2008 3:09:01 PM (last edit: 4/14/2008 3:09:01 PM)
show user profile  mrgrotey
this should be what you're after

read 606 times
4/14/2008 3:16:32 PM (last edit: 4/14/2008 3:16:32 PM)
show user profile  lizinthesky
Thanks for the link, it looks interesting, but I'm having trouble following the tutorial.

I'm stuck on the volume select modifier - it doesn't want to select according to the texture I choose. I couldn't make a noise modifier that looks like the one in the tutorial (the cowskin type one), so I made an similar image, but it won't select based on that either.

Ocasionally, if I change the tiling of the texture it seems to select some of the edges of all the scattered objects at once..., then on another setting it will select just the edge of the distribution plane, and others nothing at all. Which is odd. Its not explained in detail in the tutorial, is there a setting I've missed to make the selection match the texture?

read 578 times
4/14/2008 5:52:38 PM (last edit: 4/14/2008 5:52:38 PM)
show user profile  lizinthesky
I've figured out what the is doing now, but not how to fix it - it is selecting by the shape of the texture on each of the scatter objects, where they have enough edges or polys - not for the whole thing. In my main scene the scatter objects are just planes so it tended to look like they were all or none selected, occasionally with just one edge on each object selected. Then I did a test scene with a bunch of cones and it does this:

I can't find any info on volume selecting a scattered plane except in this tutorial. Can anyone tell me what I might have different from this tutorial?


read 542 times
4/15/2008 4:14:58 AM (last edit: 4/15/2008 4:17:16 AM)
show user profile  mrgrotey
Right heres how to do it.

1. Create your scatter object

2. Create your noise texture (or the bitmap you made, doesnt matter)
in the noise parameters the high and low threshold values control the sharpness of the lines between the black and white, the closer the numbers are together the sharper the lines will be)

3. Drag the noise map/bitmap from the material editor to the 'Texture Map' box in the scatter options and make sure you choose 'Instance' this will enable you to change the texture in the editor and have it update in real time on the volume select modifier,

Make sure you select the 'Texture Map' option (it doesnt automatically get selected when you drag the texture in)

Choose 'Face' as the Stack Selection Level at the top.

4. Go into either of the Volume Select modifier's sub-object levels (gizmo or center) and it will show your selection.

Hope this helps, there have been a few people having trouble with this point in the tut so you're not alone ;)

read 530 times
4/15/2008 5:37:01 AM (last edit: 4/15/2008 6:14:28 AM)
show user profile  lizinthesky
Thanks very much grotey, that tip with the noise threshold was very useful. I got the method working with the noise material, and then when it wouldn't work with the image, I realised a problem was that the image needs to have mapping set to 'Planar from object XYZ', rather than 'Explicit Map channel', then it seems to work with an image.


read 500 times
4/15/2008 11:26:28 AM (last edit: 4/15/2008 11:26:28 AM)
show user profile  Mad-Dog-Bomber
Another usful site regarding scattering.<

creating realistic grass maaaan:

read 494 times
4/15/2008 11:50:45 AM (last edit: 4/15/2008 11:50:45 AM)
show user profile  3Ddeath
Only Chuck Norris can unscatter an object :P

Portfolio Site
read 476 times
4/15/2008 5:33:12 PM (last edit: 4/15/2008 5:33:12 PM)
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