Very nice tool. Well done. A couple questions: 1. Omnidirectional scattering, as suggested elsewhere. This would be very cool for tunnels. 2. Consider adding a gradient option to the scattering box. Here's a use example: I make a terrain ditch and want the grass to be especially tall within the ditch, but want it to be less tall as you climb out of the ditch. Another example might be a river at the bottom of a canyon where you want it to show more rocks at the bottom, and fewer rocks as you climb out of the canyon. You could invert the scattering box to have the opposite effect. 3. Consider a new demonstration video where you discuss each setting individually. Check out the way the guy who created EasyFog does his demonstration videos. It really helps sell each individual feature of the work.
thank you for your comments and suggestions. I already implemented more scattering methods, including omnidirectional, its ready and tested and will be available in the next update, as soon as i finish implementing some more things. about no.2, i have something similar implemented, the "attract towards center" and the "scale falloff" options. but i will note your suggestion and look into ways i could better implement it. no.3 is not a bad idea and i whink i will do such presentation video after i release the first update. thank you.
@@iraisynn.attinom Wow! That's really cool. I've got your asset in my cart for my next round of purchases. PS: How's that narrative demonstration video coming along? A video walking people through your feature set would really help sell it. I would also suggest doing this with something like a map build with a proper nature scene and professional assets like rocks, foliage etc. It will really help sell the features showing them in a polished scene.
very cool! if I put the area cube inside a tunnel (or a cylinder) or a tower, will it fill the inside part? is it possible to choose between inside and outside covering? that would be great
yes, if you put the cube inside the cylinder it will fill the the floor of the inside. if you put the cube (the top of the cube) outside the cylinder it will fill the outside top part of the cylinder. you can rotate the cube to spawn instances on walls and ceiling form the inside. if you need omnidirectional instancing, I can implement such functionality at a later version. actually sounds like a good idea so i note it in the todo list. thanks
@@iraisynn.attinom ok cool. Think I'm walking in a cave mesh so like a gallery and I'd like to cover it inside with rock meshes all around, floor, top and side walls.
@@VerumBit then yes you will need omnidirectional tracing. ia scatter cannot do this currently, or rather it can, but you need 4 ia scatter blueprints rotated towards floor, ceiling, left wall and right wall, but omnidirectional scattering is more elegant. i am going to look into it the following days and probably add it very soon. it is quite useful functionality
thank you. i am not sure what you mean with z offset but if you mean z location offset then you can set random z offset min and max values and also distance from face along normal min and max values. also feel free to join the iraisynn attinom discord server
I am not sure which other scatter tools you are referring to, but ia scatter has methods to avoid instancing overlapping, can scatter towards any direction (not only vertically) and also has rotation snapping.
I bought this a few weeks ago but haven't used it and really didn't know much about that it did. I saw potential though. Seeing this now. I am excited to use it!! I use a lot of sequencer and MRQ. Does this work with it out the box? I am out of town and won't be able to test until Tuesday
since version 1.98 all ia scatter parameters are exposed to the sequencer, but the complex calculations need time so the animating result will not be realtime
@@iraisynn.attinom you are amazing. I've been seeing your replies to other comments on newer videos I've made that same day You are a fantastic developer
Hey man, great work here, this might be a bit of a redundant question but is it possible to scatter different meshes and control different things such as distance between them and overlapping through one blueprint?
@@wayneroyrutherford if there are any settings that are not clear, we can discuss them in discord publicly or privately. about tutorials, do you have any suggestion, something specific in mind that you would like to see?
@@iraisynn.attinom I am just a but overwhelmed I suppose and don't know where to start. I am using an other plugin similar to yours but theirs seems more plug and play. But yours looks more powerful but harder to understand.
@@wayneroyrutherford I am happy to walk you through the add-on, the logic behind it, the way it works and its parameters and settings over a screen share call (or any other way you feel comfortable with). this interactive process will also help me understand what doesn't make sense or may be confusing to other people
Very nice tool. Well done. A couple questions:
1. Omnidirectional scattering, as suggested elsewhere. This would be very cool for tunnels.
2. Consider adding a gradient option to the scattering box. Here's a use example: I make a terrain ditch and want the grass to be especially tall within the ditch, but want it to be less tall as you climb out of the ditch. Another example might be a river at the bottom of a canyon where you want it to show more rocks at the bottom, and fewer rocks as you climb out of the canyon. You could invert the scattering box to have the opposite effect.
3. Consider a new demonstration video where you discuss each setting individually. Check out the way the guy who created EasyFog does his demonstration videos. It really helps sell each individual feature of the work.
thank you for your comments and suggestions. I already implemented more scattering methods, including omnidirectional, its ready and tested and will be available in the next update, as soon as i finish implementing some more things. about no.2, i have something similar implemented, the "attract towards center" and the "scale falloff" options. but i will note your suggestion and look into ways i could better implement it. no.3 is not a bad idea and i whink i will do such presentation video after i release the first update. thank you.
@@iraisynn.attinom Sounds great. Sellers that are open to feedback get my purchase. Thank you.
@@Uncle_Fred hello, major update just released, the features you requested are now supported. you can check the marketplace link / changelog
@@iraisynn.attinom Wow! That's really cool. I've got your asset in my cart for my next round of purchases. PS: How's that narrative demonstration video coming along? A video walking people through your feature set would really help sell it. I would also suggest doing this with something like a map build with a proper nature scene and professional assets like rocks, foliage etc. It will really help sell the features showing them in a polished scene.
@@Uncle_Fred now that most todo list features are implemented I can get into that video :)
this is just insane!!! I'm going to buy it!!!
thanks for sharing your experience, inspirational 🙏
I just purchased, will test it and give you an update. Thank you ❤
A few years ago density like this in real time was unimaginable. Now, unreal gets scatter tools like Vray.
very cool! if I put the area cube inside a tunnel (or a cylinder) or a tower, will it fill the inside part? is it possible to choose between inside and outside covering? that would be great
yes, if you put the cube inside the cylinder it will fill the the floor of the inside. if you put the cube (the top of the cube) outside the cylinder it will fill the outside top part of the cylinder. you can rotate the cube to spawn instances on walls and ceiling form the inside. if you need omnidirectional instancing, I can implement such functionality at a later version. actually sounds like a good idea so i note it in the todo list. thanks
@@iraisynn.attinom ok cool. Think I'm walking in a cave mesh so like a gallery and I'd like to cover it inside with rock meshes all around, floor, top and side walls.
@@VerumBit then yes you will need omnidirectional tracing. ia scatter cannot do this currently, or rather it can, but you need 4 ia scatter blueprints rotated towards floor, ceiling, left wall and right wall, but omnidirectional scattering is more elegant. i am going to look into it the following days and probably add it very soon. it is quite useful functionality
@@VerumBit hello, major update just released, the feature you requested is now supported. you can check the marketplace link / changelog
@@iraisynn.attinom Thanks! Purchasing right now so I can test it in my game! I'm very curios about it. Let you know!
Also a user of Blender and C4D this seems very nice. How do trees work with z offset?
thank you. i am not sure what you mean with z offset but if you mean z location offset then you can set random z offset min and max values and also distance from face along normal min and max values. also feel free to join the iraisynn attinom discord server
@@iraisynn.attinom I will join thanks!
does it works only on
landscape?
hello, no it does not work only on landscape, you can scatter geometry on anything
what is different then all other scatter tools?
I am not sure which other scatter tools you are referring to, but ia scatter has methods to avoid instancing overlapping, can scatter towards any direction (not only vertically) and also has rotation snapping.
I bought this a few weeks ago but haven't used it and really didn't know much about that it did. I saw potential though. Seeing this now. I am excited to use it!!
I use a lot of sequencer and MRQ. Does this work with it out the box? I am out of town and won't be able to test until Tuesday
since version 1.98 all ia scatter parameters are exposed to the sequencer, but the complex calculations need time so the animating result will not be realtime
@@iraisynn.attinom you are amazing. I've been seeing your replies to other comments on newer videos I've made that same day
You are a fantastic developer
Hey man, great work here, this might be a bit of a redundant question but is it possible to scatter different meshes and control different things such as distance between them and overlapping through one blueprint?
hi, thanks. yes, ia scatter is one blueprint and can scatter different meshes and controls overlapping and distance between them
Is there more tutorial with voice overs how to use this tool?
Hello, unfortunately there is currently no tutorial with voice over. if it is available in the future i will let you know
@@iraisynn.attinom will there be tutorials of how do make certain things or on each setting?
@@wayneroyrutherford if there are any settings that are not clear, we can discuss them in discord publicly or privately. about tutorials, do you have any suggestion, something specific in mind that you would like to see?
@@iraisynn.attinom I am just a but overwhelmed I suppose and don't know where to start. I am using an other plugin similar to yours but theirs seems more plug and play. But yours looks more powerful but harder to understand.
@@wayneroyrutherford I am happy to walk you through the add-on, the logic behind it, the way it works and its parameters and settings over a screen share call (or any other way you feel comfortable with). this interactive process will also help me understand what doesn't make sense or may be confusing to other people
marketplace link?
ia scatter is submited for review at epic so its not yet available on the marketplace. hopefully soon
finally! www.unrealengine.com/marketplace/product/ia-scatter
genius
Whether the mesh of this tool supports blueprints, because sometimes architecture is a blueprint class rather than a static mesh class.
@@yantingye1677 yes you are right. this is already in my todo list for the next version. it is a good idea, hope it is possible too
@@yantingye1677 hello, major update just released, the feature you requested is now supported. you can check the marketplace link / changelog
@@iraisynn.attinom thank you so much
wow
Can you use multiple assets for example I have a bunch of rocks from Quixel Megascans I want to throw them all around the scene. Can I do that?
yes indeed, you can scatter many assets, you can also select a lot of them and auto import them using the ia scatter control panel