Create clean lawn edges using the Scatter tool | Tips & Tricks | Twinmotion 2020

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The Scatter tool enables you to apply vegetation to selected geometry. It's only a matter of clicks to create lawns for your entire project. In this week's #TuesdayTips, you'll learn how to create clean lawn edges using the Scatter tool.

#TuesdayTips​​ #Twinmotion2020​​ #Twinmotion​​ #TipsTricks​
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Seriously? After all this time you expect us to accept a workaround that doesn’t really work? Come on guys. We need a solution please. The issue of crappy grass edges has gone on for long enough

chriskeentechnician
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"Hey everyone, look at this horrible workaround I have for you guys to get around this issue. Instead of us fixing the software we created this specific grass type work around to kind of solve the issue!" You can clearly see it still doesn't look sharp, the edges still have grass going over the curb and you still have blank spots of grass. But hey at least you don't have a grass coming out to the middle of the sidewalk!

Alehaggerty
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One year later and TwinMotion has added TONS of very useful features. Its looking better than ever.

But the GRASS is STILL A PAIN IN THE ASS to place.

rogeriopenna
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agree with the others... to do this in practice would be a big headache. if you only had to do it once, fine, but typically projects change constantly so the rework on this alone would be hugely time consuming - not the rework in TM, but having redo your mesh cutouts in whatever software you're using. surely it wouldn't be that hard to setup a region tool instead where you could specify the region with an outline or selection, and fill that area to whatever %density you require, and maybe an optional buffer area so you could choose if you wanted to have a blend space - similar to infraworks

bp
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this is a workaround, please fix that the proper way

lbpdluis
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how do you get that window at the bottom of the screen?!?

kaydubzz
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I used to be able to use the paint brush tool to paint the grass borders. Why can’t we do it anymore?

guschmidt
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Add cutter edge like forest pronin 3d max, It will be easier

stepscourse
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To further improve grass border i'd suggest to make border slightly larger (like +10cm more) and then use second type of scatter paint using detailed grasses only on the border - this will fully cover that border with grass while maintaining good density (no blank spots) and for sure no grass going over the curb.

pawelrymsza
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Will this problem ever be solved? It's very disturbing!

DeepMr
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weird way to do that. should be possible with a better tool/AI function.

guillaumevandermaas
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This is a strange and very cumbersome workaround. It's also really not ideal because the edges look quite ugly. I was expecting you to use a second scatter with detail grass on the outer edge, and this didnt happen either. In any way, the scatter tool really doesn't work as smooth as you show in the video, so that's also another obstacle.

emresenoglu
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Come on guys TW 2023.1 and still we don't have the grass function working as it does in enscape or lumion with just one click to add 3d grass to a plane. Please make it happen I don't see why is that hard.

bubarules
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Just give us a 3D grass texture like lumion!

LivedGt
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A simple fix would be to allow the origin point of the scatter material to shift once scattered, ie a check box that says ▢ shift origin outside ▢ shift origin center ▢ shift origin inside, relative to the mesh borders and assign a max value per object and a always orientate to center rule

vaughanthayer
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It's a bit patchy now through? I have a garden lawn and drive. Would I have to manually place individual grass to fill the edges up now so they don't have gaps?

jamesgreen
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Softwares first scatter dimensionless points then replacing points with instance of an object like Blenders new geometry nodes doing, so it cause overlapping issues as well due the the fact that scattered points doesnt take into account the size of object if u dont activate Poisson disk method as other approach. So, with other approach that would be to scatter objects rather than points then using the bounding box of object for instancing other copy objects that fixes the issue of random scattered point system. It can also be thought as making points to have a radius according to size of object. Probably twinmotion uses random scatter option, So In twinmotion, maybe if we can make the points take the objects boundaries/rough radius into account, it can easily place them perfectly to edges probably by kind of poisson disk method used only at edges (2A) OR better way is to make twinmotion to assume geometry is smaller (2B)
Also another missing thing is density option in scatter tool (1), in most scattering tools, u just click once to geometry then after that u dont click again to increase density, u just change the density slider for that object's scatterering. Then u add objects to it to replace or create variations for that scatter system to decide how much grass and how much clovers will be (similar to paint mode logic), so scatter tool should be made more like paint mode functionality but based on object selection rather than manually painting.

So in next versions it would be best to fix 2 things

1. DENSITY SLIDER (NEEDED FUNCTIONALITY) : Adding density option to scatter tool to give similar behavior as paint tool and making user click once to the surface that will have scattering instead of clicking more than once.


2A. (UNPREFFERED SOLUTION) Adding poisson disk logic/ radius for scattered points to scatter real instances, without overlap and without exceeding edges of chosen surface. Or there can be a setting for each object like ''radius'' so we can decide how much margin or distance from center of each scattered item will be ( but preventing overlap should be only be done for each single grass droped into scatter box window, because other copy of same type grass that we drop to scatter box will allow us to have some grass on top of each other to look dense enough for a law, so to multiply the density we can just add more copies of grass to scatter box window).

2B. MARGIN/EDGE OFFSET SLIDER (PREFERED SOLUTION): Another easier fix can be just fixing overlap on edges by only creating auto margins on the geometry during scattering under the hood, where this margin is determined by the half of bounding box/radius of scattered item. (This method is better because we want internal scattered grass to overlap while only the edges to take the size of scattered item into account) and by adding So just by increasing density for the scatter item will allow for filling all area with grass. This option can be done without exposing to users by software calculating bounding box to create margin for each scattered item seperately, or it can be exposed to users and a offset/margin slider can be put for each scattered item. so it can also be handy for example if we want to create a lawn that has big rocks on the middle, while lawn has soil exposed at the edges, we can put margin value for rocks 3 meters for example and put margins for grass 20 cm so the soil near the edges will be exposed and the rocks will be only scattered at the center of geomertry, this can even make many creative designs by using that MARGIN SLIDER

SO TWO THINGS ARE NEEDED:

1. SCATTER DENSITY SLIDER (lIKE WE HAVE IN PAINT MODE FOR EACH ITEM SEPERATELY)
2. MARGIN/EDGE OFFSET SLIDER (FOR EACH ITEM SEPERATELY)

mcan-piano
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would you mind to show the hardware equipment you used in this video? I have a Ryzen 7 2700X + Radeon RX 580 and Twinmotion is becoming stuck when adding lights to an average scene. Thanks in advance

jaimegarciagarcia
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guys will you update that ugly trees in TM library ?

bacazterchovej
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HI, I Have two other questions.
1) how to circular spin the camera on the road like twinmotion trailer.
2) grass and other paint object are disappeared from a certain distance after render and before rendering .how to fix this problem

Architect-uzairkhan