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  • Fstorm Scatter New feature request

    FStorm Scatter Feature Suggestions
    Ideas to make FStorm Scatter even more powerful and user-friendly

    Hi Andrey,

    Here are some community-inspired ideas to enhance FStorm Scatter while keeping its core strengths: blazing-fast GPU performance, simplicity, and photorealistic archviz workflows. These focus on innovative features that would reduce workarounds and open new creative possibilities without adding complexity. Each suggestion includes an example for context.

    Thanks for your amazing work on FStorm!
    Top Suggested Improvements
    • Labels/Descriptive Notes in Nodes: This would let users tag nodes with quick notes (e.g., "Grass Layer - Low Density") for easy navigation in multi-layer scatters. In archviz, for a park scene with 10+ vegetation layers, it speeds up revisions without scrolling through undocumented graphs.
    • Built-in Noise Map Generator: A simple procedural generator (Perlin, Voronoi types) right in the node, with sliders for scale/intensity. For vegetation, generate custom noise for tree placement on uneven terrain, avoiding the hassle of baking maps in Photoshop.
    • Slope and Altitude Masking: Threshold sliders for slope angle (0-90°) and Z-height. In archviz mountain scenes, auto-place grass on gentle slopes below 500m and boulders above, creating realistic ecosystems without manual masking.
    • Manual Point Cloud Painting: A brush mode in 3ds Max viewport to "paint" points for scatter, with size/strength controls. For detailed archviz like a courtyard, manually add extra flower pots in corners where procedural scatter misses artistic touches.
    • Nested Scattering: Hierarchical nodes where output of one scatter feeds into another. In vegetation setups, scatter bushes on grass instances, then vines on bushes – building complex forests in one graph, with auto-inherited transformations.
    • Advanced Partial Collisions: Shape selectors (sphere/cylinder/box) with Z-range limits. For multi-layer veg, grass scatters around tree trunks (cylinder low-Z) but under canopies freely, reducing manual offsets for natural ground cover.
    • Regular/Grid Pattern Scattering: Grid spacing/offset with noise blend and formula inputs (e.g., sin(X) for wavy rows). In archviz, place aligned street trees or tiled pavers on facades, with subtle random for realism – faster than GeoPattern hacks.
    • Lightweight Math Expression Node: Simple text fields for expressions like "scale = sin(U)*0.2 + 1". For vegetation, vary leaf orientations by world angle (e.g., wind tilt via cos), adding procedural life without VEX complexity.
    • Curvature/Edge-Based Masking: Node analyzes mesh curvature via GPU normals. In rocky archviz terrains, place moss on concave crevices and loose stones on convex ridges, simulating erosion naturally.
    • Export/Import Scatter Presets: One-click .fsp files for full node graphs. For team archviz workflows, share a "Urban Park Veg" preset across projects, tweaking only local params like density.
    • Point-Based Scattering on Helpers: Scatter directly on Max point helpers (snappable). For facades, snap helpers to window openings, then auto-place/randomize 3 window models – editable if structure changes, no re-modeling.
    • Curve/Spline-Based Scattering: Input splines for linear placement with perp offsets. In archviz roads, align lamps to curves with random height variance, perfect for dynamic paths without manual cloning.
    • Auto-Variations for Instances: Noise-driven deformers on instances (e.g., branch bend). For tree scatters, add subtle twists per instance, making a single tree model look like a forest without asset libraries.
    • Occlusion-Based Masking: Quick GPU raycast from sun direction. In veg scenes, limit ferns to self-shadowed tree bases, enhancing realism in lit archviz renders without baking AO maps.
    • Lightweight Animated Preview: Time-based noise for sway/rotation in point cloud. For animated archviz flythroughs, preview grass waving in wind before full render, catching issues early.
    • Volumetric Scattering: Box/sphere volumes for 3D point gen. In misty archviz exteriors, scatter fog wisps in air volumes with height-falloff noise, blending seamlessly with surface veg.
    • Intelligent Cluster Generation: Voronoi cells or attraction seeds to clump instances (density peaks at centers). For vegetation, form bush clusters around "water points" on terrain, or rock piles in crevices – instant organic forests vs. uniform noise.

    Suggestions compiled from user discussions – feel free to reach out for more details!

    Best regards, A FStorm enthusiast
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