replicator

laverdet_943f1f7da1laverdet_943f1f7da1 Posts: 252
edited December 1969 in Carrara Discussion

Hi!!! is there a way to avoid intersections between instanced objects, in a replicator? the fact that replicated objects "cut" the others is a real problem, when seen in foreground!

Comments

  • DiomedeDiomede Posts: 15,165
    edited December 1969

    celmar said:
    Hi!!! is there a way to avoid intersections between instanced objects, in a replicator? the fact that replicated objects "cut" the others is a real problem, when seen in foreground!

    Here are a couple of things to look at. One is the "minimum distance between objects box." Make sure that this is adjusted according to the size of a single instance being replicated. A second is the "Don't replicate near box sides" and you choose the axis. A third is that the replicator will not be exact so you can adjust the "distribution precision." Note, checking "best" for distribution precision will also improve the placement within distribution maps or shader domains, if you have any. And fourth, sometimes if you have set the slider for number of objects too high, some of the replications will overlap each other even though it cuts off the total number of objects below the amount chosen.

    Hope this helps.

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  • DartanbeckDartanbeck Posts: 21,533
    edited December 1969

    Also:
    Using Caps Lock key, you can change the position of the hot point of an object. Where your objects are cutting into the surface, simply lower the hotpoint the the very bottom of the object to have them ride the top of the surface.

    This is something you can tweak even after the object is replicated, and the replications will update accordingly.

    If it's too hard to see what you're doing with those bounding boxes, select the replicator and change the blue button from Bounding Box view to Mesh Object view.

  • evilproducerevilproducer Posts: 9,050
    edited May 2014

    Also:
    Using Caps Lock key, you can change the position of the hot point of an object. Where your objects are cutting into the surface, simply lower the hotpoint the the very bottom of the object to have them ride the top of the surface.

    This is something you can tweak even after the object is replicated, and the replications will update accordingly.

    If it's too hard to see what you're doing with those bounding boxes, select the replicator and change the blue button from Bounding Box view to Mesh Object view.

    Good point about the hotpoint. I wouldn't worry about not getting a good view of diomede's example as it was celmar that was the OP and he/she didn't post any examples.

    Post edited by evilproducer on
  • laverdet_943f1f7da1laverdet_943f1f7da1 Posts: 252
    edited December 1969

    Thank you for your help!!! I'm just trying to set up the replicator, with your hints... In my picture, there is a shape, (a cone) wich is going to be checked "unseen" by the render, just a support for the replicator... On it, thousands of tea leaves... But , with the random rotation, and some variations in scale, there are leaves cutting other leaves...

  • PhilWPhilW Posts: 5,145
    edited December 1969

    diomede64 has really summarised all you can do with regard to the replicator itself. If that is still not cutting it (for example, you want a denser distribution but the minimum distance you need to prevent overlap makes it too sparse), you could try manually setting up a group of leaves with no overlap and then replicating that. This reduces the risks of overlap to between the groups rather than between each leaf. You may still get some, but less. I'm afraid that there is no magic control which will absolutely prevent overlaps when objects are in close proximity.

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