We need to prioritize, as there are so many feature ideas to implement. We would like to know your preferences. Please tell us what we should consider doing first, second, …
Each have 3 votes. You can change your mind later.
3 scatter features you want the most:
More UV scattering patterns
Precise collision avoidance
Performance optimizations
Clustering (clusters containing mostly same e.g. tree type)
Scattering groups/hierarchies
Render-time displacement support
Better motion blur support
More viewport display modes
More presets in Cosmos
Painter
Clumping (auto-creating e.g. grass patches first and scattering them then)
I like to have the ability to scale independent objects INSIDE the scatter, i have already asked for this and some one from corona just told me to scale the original object, WE don’t want to scale the original objects! Please listen to the users, we are the ones using the tool, don’t think as coders when asking for user feedback.
We also want as much speed as posible, right now it becomes sluggish on heavy geometry and lots of scattered objects.
Could you please describe in which scenario a dedicated scale control for each model would help? It is always better to describe the problem you are trying to solve, than yelling ‘I need this’ without telling why. We are always interested in user feedback. Just understand that things take time to design and implement. Resources are limited. We work hard, believe me.
As for the performance issues you experience, could you please provide us scenes that we could use for finding/testing optimizations?
Edge Trimming >>>>>>> Render time displacement support > clustering
Edge trimming
(out of all the options listed this is the one would save me the most time in my process.)
Render-time displacement support
(I was surprised how few people have voted for this feature, not having render time displacement support limits the use cases of where you can use chaos scatter)
Clustering is important for having natural scatters
An option to scatter instances depending on topology of the distribution object would be nice, e.g. place instances on vertices, edges, center of faces, etc.
Being able to save user presets and load them from the “library” within scatter interface would be absolutely brilliant, that would surely help with assets management for bigger studios with multiple artists working at the same project.
Juraj, render-time displacement on scattered instanced is and always was supported by the scatter. The vote is for implementing support of render-time displacement for distribution object, so when you scatter trees (rocks, grass) on terrain that has displacement, scattered instances would correctly follow displaced surface.