ia scatter for unreal engine version 1.98 / options walkthrough

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  • เผยแพร่เมื่อ 22 ธ.ค. 2024

ความคิดเห็น • 34

  • @Uncle_Fred
    @Uncle_Fred ปีที่แล้ว +2

    You are one of the best creators on the marketplace. There's a reason this asset is one of the most popular assets, and it's not because you have a large portfolio. You offer incredible support and constant updates. It's the reason I paid full price for scatter. I've bought over 300 packs and never paid full price for any asset.
    You deserved it.

  • @CleisonRodriguesComposer
    @CleisonRodriguesComposer ปีที่แล้ว +1

    Amazing update!
    Thank you!
    Your plugin is one of the best I've ever bought.

  • @codenamebullet
    @codenamebullet ปีที่แล้ว +4

    Fantastic. Thank you for creating such a great tool.

  • @Mr_Steve3D
    @Mr_Steve3D ปีที่แล้ว +1

    Fantastic work!

  • @nasez532
    @nasez532 ปีที่แล้ว +1

    Hello, your plugin is great, I have been using it a lot for a project I am working on :). I have a quick question though, I noticed that if you want to scatter on an asset from megascans it doesn't work unless you check the box "trace complex". Do you know why this happens? Thank you!

    • @iraisynn.attinom
      @iraisynn.attinom  ปีที่แล้ว

      Hello and thank you.
      this happens because for ia scatter to work, the surface you want to spawn on needs to have collision
      you can try:
      -adding /generating collision for the surface mesh. you can also try "use complex collision as simple"
      -choose a collision preset for the surface mesh like "BlockAll"
      or alternatively, like you said, you can turn on "tracing complex" in BP_ia_scatter. (this may be preferable for assets with high number of polygons)
      sometimes you may need some combination of the above.
      also, imported meshes may have unsuitable or rough collision. try removing and regenerate the collision

  • @oakenstudio
    @oakenstudio ปีที่แล้ว +1

    This is amazing!

  • @davidhouston4412
    @davidhouston4412 ปีที่แล้ว +1

    Great plugin, I have been struggling to get it to generate on static mesh actors brought in from 3ds max, native geometry in Unreal is fine but not imported meshes. Any advice?

    • @iraisynn.attinom
      @iraisynn.attinom  ปีที่แล้ว

      Hello, thanks. for ia scatter to work, the surface you want to spawn on needs to have collision
      for this you can try:
      -turn on "tracing complex" in BP_ia_scatter
      -adding collision to the surface mesh. prefer "use complex collision as simple"
      -choose a collision preset for the surface mesh like "BlockAll"
      you may need some combination of the above.
      also, imported meshes may have unsuitable or rough collision. try removing and regenerate the collision
      let me know if it works for you

  • @pablo0you
    @pablo0you ปีที่แล้ว +1

    Hello, I saw in the plugin's screen-grabs, that there is an example with a crowd. Would this tool work with an animated actor Blueprint?

    • @iraisynn.attinom
      @iraisynn.attinom  ปีที่แล้ว +1

      Hello, yes you can scatter blueprint actors and those blueprints can contain anything (animated skeletal meshes, particle emitters, lights, anything at all)

    • @pablo0you
      @pablo0you ปีที่แล้ว

      @@iraisynn.attinom thank you! I got the tool, it's really good!. I am instancing a BP of animated humans and I want to access the details section in them. How can I access the details section after they are instanced?

    • @iraisynn.attinom
      @iraisynn.attinom  ปีที่แล้ว

      @@pablo0you you cannot access the details inside the blueprints, only edit the blueprints. but you can convert/bake the scattered blueprint actors by using the ia scatter control panel (more info here: th-cam.com/video/6u5mIGt9jGk/w-d-xo.html ) and then you can edit each instance separately

  • @joegaffney8006
    @joegaffney8006 ปีที่แล้ว +2

    Can it read landscape layer masks?

    • @iraisynn.attinom
      @iraisynn.attinom  ปีที่แล้ว +2

      no it cant, but thats a good idea, not sure if its possible but im going to look into it

    • @joegaffney8006
      @joegaffney8006 ปีที่แล้ว +2

      @@iraisynn.attinom thanks. I'm sure others will find that useful as well if you can get it to work.

  • @dodgyyy
    @dodgyyy ปีที่แล้ว

    Hello there, great product! I have one issue. Whn I duplicate the BP to apply it to a different object it keeps applying it to the one before. Is there a way to have two ia BPs for two different objects in the scene? Thank you!

    • @iraisynn.attinom
      @iraisynn.attinom  ปีที่แล้ว +1

      hello, yes there is. there are various distribution methods in the "ia scatter distribution" category, all of them rely on tracing except voxelization. for voxelization you can select the actor you want to spawn on in "ia scatter voxelization" category. for tracing you can select what to trace on, what not to trace on and what to ignore using parameters called special behavior how do you apply it on the first object? how do you apply it to the first object?

    • @dodgyyy
      @dodgyyy ปีที่แล้ว

      @@iraisynn.attinom Thank you for getting back to me. So on the first BP that I added to the scene I used planar down. I duplicate it and on special behaviors actors I am trying to add the new mesh that I want is to scatter on. But it does not select it for some reason.

    • @iraisynn.attinom
      @iraisynn.attinom  ปีที่แล้ว +1

      @@dodgyyy could you join the Discord server so we can exchange some screenshots and better understand how to make it work?

    • @dodgyyy
      @dodgyyy ปีที่แล้ว +1

      @@iraisynn.attinom Will do! Thank you

  • @shreyanshmishra5998
    @shreyanshmishra5998 ปีที่แล้ว

    Is there a way to to change the Z offset of meshes? My mesh spawns under the landscape.

    • @iraisynn.attinom
      @iraisynn.attinom  ปีที่แล้ว

      yes you can change the z offset of the meshes in the ia scatter location category, set random location min and max for the Z axis to desired value. but i suggest you fix your meshes pivot point and place it at the base of the mesh, not at the center. you can do this with unreal modeling plugin. check out this video: th-cam.com/video/csSvlhfHxaU/w-d-xo.html

  • @hiQer
    @hiQer ปีที่แล้ว

    Hi I have 2 questions;
    - Can we convert the final result to (instanced) static meshes and remove the BP?
    - Can we remove seperate instances of a total scatter result? Like selecting 1 bush and remove that?

    • @iraisynn.attinom
      @iraisynn.attinom  ปีที่แล้ว +1

      yes you can. take a look at the end of this video th-cam.com/video/6u5mIGt9jGk/w-d-xo.html

    • @hiQer
      @hiQer ปีที่แล้ว +1

      @@iraisynn.attinom Thanks will buy then, awesome asset!

  • @lazytv363
    @lazytv363 ปีที่แล้ว

    I have your tool but I am not sure how to block the spawning I tag the object but it still spawning but inside the object if there a way it can just not spawn inside an object

    • @iraisynn.attinom
      @iraisynn.attinom  ปีที่แล้ว

      use the "special behavior" options. also the objects you want to spawn on or avoid spawning on must have collision enabled or you can also try the "trace complex" option of ia scatter

  • @Sky-hl8iw
    @Sky-hl8iw ปีที่แล้ว

    can this scatter a bulks of character animation sequence?

    • @iraisynn.attinom
      @iraisynn.attinom  ปีที่แล้ว

      hello, if i understand correctly, then yes. ia scatter can scatter animated characters as long as you place each inside a blueprint

  • @yantingye1677
    @yantingye1677 ปีที่แล้ว +2

    😜

  • @Sky-hl8iw
    @Sky-hl8iw ปีที่แล้ว

    i hope this iaScatter can show from empty map to >>> fullBuildUp huge tropical scfiCity or any cityWithNature by using this iaScatter system...nature trees foliage garden etc/roads/pedestrian/city ....so this assetPack will only have single tutorial... with this imo it will have Staggering affective impact to UE5 users especially thousands of beginners regards of knowing this simple easy methods out of the box which showing realtime final results...& yes just because users nowadays prefer easier workflow ..& with this it also will elevate this assets into an essential UE5 favourite assets, if this dev can invest in spending time to create the mentioned suggestion then it will massively pays in the long run ........ as what they said, even the most powerful decent product cant even make a profits without a proper powerful marketing, for an example take a look at 'Character Interaction' assetBlueprint, it was the demo videos that rocket the sales