Quick Start Guide (WIP)
This is a quick guide for basic interactions. It contains short tutorials to create various effects with the scatter plugin.
- Add NeatScatter plugin into the scene. The plugin is located in the Geometry category, under NeatScatter name. Plugin is created by click+drag and displays a logo.
- Add target node into the scene, it can be any node convertible to triangle representation.
- Go to NeatScatter Modify tab, click on the Select Target Node button, and then click on your target in the viewport.
- Choose a preset from the list.
- Click on Generate button.
- You can see generated models of drops on your target. You can also see the plugin created a new layer, where it loaded the models used by the preset (they are part of NeatScatter data).
- You can display and modify these loaded models to see the changes being applied in the scattering as well.
Scatter your own models
- Add NeatScatter into the scene, select Target.
- Add a new layer, named selection or container, fill it with models you want to scatter.
- Do not load any preset, leave settings as defaults, in Select Models tab, click on the Select... button.
- In the dialog, find your new Layer / Named Selection / Container, check its checkbox. Also check all the models in that set you want to scatter, use Select All button.
- Confirm changes by clicking OK.
- Modify the scale, distance, other parameters.
- Click Generate button.
Specify area of the scattering
- Add NeatScatter plugin into the scene.
- Prepare Target node: create a bitmap texture with greyscale areas - white where you want the scattering to be 100%, black for areas without scattering, and gray for areas where the scattering places models with some probability. Assign this texture to your Target node, on any texture stage.
- Go to NeatScatter object, Modify tab, and Select Target node.
- Prepare the scattering parameters - either load a preset, or select your own models to scatter, set up other parameters.
- In the parameters, check the Distribution Mask checkbox. Choose texture stage where you assigned your mask texture.
- Click on Generate button.
Use different collision mesh
- Add NeatScatter plugin into the scene, select Target Node.
- Prepare your own models into a separate layer. Make at least three models. Name one model "ScatterTest".
- Add new object - a larger Box, rename it to "ScatterTest_nscollision".
- Choose the models: go to NeatScatter plugin, Modify tab, press Select... button.
- In the dialog, check your Set. In the list of models, you can see your "ScatterTest" model in the list, check it. Also check the other models to see the effect.
- Change parameters so that the Distance range goes from 0.01 to 0.02 - models should be almost touching.
- Set the Convex hull radio, press Generate.
- Notice that other models are close to each other according to their geometry. Also notice that your ScatterTest model is scattered as if it had the Box shape.
Add more Groups
- Add NeatScatter into the scene, select target node.
- Prepare your own models into a separate layer - make the models so that their geometry will be cca 1 unit big (for example add some Teapots with radius 0.7. 0.8 and 0.9)
- Go to Select Models tab, select your group, and all models inside it.
- Leave the settings unchanged.
- Go to Groups list, rename the default Group 0 to "Large Models"
- Select group, press the Copy button.
- Click on the new group (named "Large Models (Copy)"), rename it to "Small Models".
- Keep this group selected, change its parameters.
- In the Models Scale section, change the range to 0.1 - 0.2.
- In the Distance between Models section, change the range to 0.1 - 0.2.
- Keep the Limit.
- Press Generate button.
- Notice that you now have scattered larger models with more space between them, and in the space, there are smaller models.
- In the future, you need to adjust the "Large Models" group's minimum distance according to your real model size - make sure the smaller models will fit.
Order of the Groups
- Repeat as above.
- Select "Small Models" group in the Groups list.
- Press the Move Up button. The list should have "Small Models" first now.
- Press Generate again.
- Notice that the "Small Models" models had been generated first, so they did not leave any space between them for the "Large Models" group. The groups are generated in order of the list. And only if there is space left by the previous groups, new models can be added.