Corona Scatter has been deprecated in favor of more advanced and standalone Chaos Scatter. Chaos Scatter is automatically installed alongside Corona. You can find it in Chaos → ChaosScatter after installing.
If possible, Corona Scatter button has been removed from the toolbar because Chaos Scatter now has its own toolbar.
Legacy Corona Scatter scenes get automatically converted on scene open, the randomization may change in this case, if you need to maintain the same scattering we advise to open and render the scene in Corona v7.
Stay tuned. Frustum culling (Camera clipping) is WIP and will be added before Corona 8 release.
There is Follow Spline spinner available for 1D spline scattering, do you mean that? Anyway, ideas there are recorded in our internal tracker (thank you). The thing is that ATM we are not focusing on 1D features as other missing features compared to other scatters are more needed.
Nice to hear, we will wait for all the features to be added!
As for spline scattering, personally, in my case, for large exterior projects I will most likely still use the forest pack, but for small everyday tasks, for example, curb stones or stitching on fabric, I would gladly use a faster and simpler tool like Chaos Scatter (performance is really great), ofc I remember about the follow spline option, but it seems to me that the instance orientation algorithm itself is different here, in any case I will conduct more tests for myself, and again thank you so much for the work done!
looks great - does anyone know how this compares to forest? I mean, i will do tests but keen to see if anyone has done some tests. By tests i mean, with large forest pack objects (lots of scattered items) - the interactive render takes up to 15 seconds to start in some extreme cases.
Is there any way to have an option to scatter instances on a model’s surface post material displacement? This would be an incredibly useful feature, but not sure how complicated it would be to implement.
In Max this can be done by using a Displacement modifier in the stack rather than relying on displacement in the material (as that stack-based displacement is before render time, while other displacement is at/during render time, making it “impossible” to include it in the scattering in the same way it doesn’t show up in the viewport).
please add options for areas with surface edge mode for scaling and density/
Also need adding free paint areas mode for painting include/exclude areas, not only with splines
Hi, what do you mean by global scale? You can scale your original model object and if you turn on Preserve model scale option it gets reflected in your scatter.
I think that there’s some problem with translation tab.
For example setting min 0cm and max 50cm on Z axis moves instanced objects just a little bit - like 0,5cm, definietly not 50cm.
Hi, can you please send us a reproduction scene of the issue you are reporting, (or if possible your current scatter setup)? I am afraid I wasn’t able to reproduce this.
I have small request. Currently include/exclude splines are projected in world space only. Please consider to also add a local (object) space option. This would be very handy to define precise inclusion/exclusion areas on more complex terrains.
Not sure if it’s a bug or an intended feature, but if I use a closed spline (surrounding the edge of a surface I’m scattering on) as the exclude spline, the entire scatter doesn’t work at all.
I doubt this is intended… seeing as there is no edge texture (like FP has) this is my best shot at having sharp edges for grass scattering (please let me know if I’m missing something and there is a better workflow).
I don’t think that’s a bug - if the spline is completely covering all the distribution are and you are using it as exclude, then obviously nothing will be scattered. Try to use spline as include, but don’t expect that it will be somehow better for edges than normal scattering - it still uses distributed object’s pivot to determine its placement.