Hi All Just a quick test video of a run time scatter system I've been adding to our script library. Allows the artist to define areas that will be filled at run time or load time with whatever meshes the artist wants with params to describe density, collision, rotation scale etc. Anyway quick video should give an idea. Lots more to add Chris [video=youtube;mI7HNfIGhj0]http://www.youtube.com/watch?v=mI7HNfIGhj0 Added a Web Player and there is a 'Density' value in the options menu. (Note old version of scatter) Update: Getting close to releasing this system, just doing a little demo scene.
very very nice.. some more info about script? distribution is based on raycasting? and scrpt from wiki tocheck if point is inside polygon?
Thanks all. All the code is custom written, I had it working in our own game engine so just converting it over to Unity really. Spline shapes are exported directly from Max through FBX files and own code to determine inside or outside of splines (including holes or overlapping splines). It has mainly been done to allow non terrain scattering and runtime changing of mesh density due to platform, time of year (leaves), amount of clutter, marbles on track and so on. I do have a webplayer demo but it doesnt really show much just shows the end result so didnt think anyone would be interested in it. I do plan on putting most of this stuff on the Asset store but so busy with the game I dare not put it up there now as I don't think I would have the time to support it until the game is out. Thank you again for you kind words Chris
This is really something else. Definitely look forward to the release when you have time to get around to it. Creative solution to say the very least though! Thanks for posting
that leaves on ground are texture of the ground...? what about performance? is there built-in LOD support?
Leaves in that picture are on the texture but funny you should say that as leaves was one of the reason the artist asked for such a system to distribute leaves under trees for time of year. And again LOD support is another reason behind it, to allow automatic generation of LOD info for our LOD system. The build process can be split over any number of frames to build in the background, for our main game use the meshes update easily in a few ms.
Speechles... Edit So, the guardrail is also generated on runtime!!. I do work with CAD apps every day and have been waiting for a while to have splines imported so apps like unityroads could take advantage of accurately created splines. Hope that as time pases by, we can see your tools in the AssetStore. So pro.
Yes barrier is another runtime generated object, need to add a lot more to that yet Put the demo up at Here that has a density option slider in the options. Not a ripping demo but still. It may chug a little as the mesh is rather complex and there are a lot of effects piled on top. Esc gets options and mouse and buttons moves around. Chris
thanks for bringing this thread up again, really inspirational. I don't know why people sometimes call out "necro" when reviving these old goodies
Just a quick one to say that this system will be in the asset store very soon, added some extra features with more to come.
Hello, I have bought this asset long time ago, and I think is really amazing and awesome. Now I want to make a sculpture made of tubes as shown on the thread below but I do not know if you really can do this that I want to do using is asset, because if the scatter is made procedurally, I need to make a prefab of he final result https://forum.unity.com/threads/ple...sculptures-as-meshes-around-an-object.540551/ Thanks very much for any possible help