Crowd simulation problems
#1
New user, I love this so far, and it seems surprisingly intuitive! Thanks Ty! I was messing about foe ages trying to get something like this working in Pflow and have made more progress in one afternoon than I ever did with that.

I'm trying to build some sort of procedural crowd that will scale to large areas without repeating, and will disperse with some fairly convincing grouping characteristics. I know the way I've seem crowd done on tutorials is with the 3DS biped, but I've already got these characters I created in mixamo animated with c.30 frame walking loop. I have about 6 of these characters so far, but trying to get this working with just one for now and have a few questions I'm stuck on:

1. Instance IDs can be utilized by certain VRay texmaps to differentiate between particles independently from material IDs.

Which Vray textmaps can this interact with? A fairly fundamental part of the randomization will be the character's clothes colours. I was doing this previously with instances using the Corona colour map. It just needs to be a randomised diffuse colour which will then feed in to a composite map. I've tried all modes on the VrayMultiSubTex and they all produce a single colour or by face ID (as in the image below).

2. Multiple multi/sub materials. Each one of these characters currently has a multi/sub material consisting of about 6 IDs for the various clothing/skin/hair etc. What would be a suitable way to combine these characters under the same TyFlow object? Do I need to need to combine all those materials into one mega multisub material and just keep track of the materials or would multiple systems be a better idea?

Scene attached for reference


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.rar   TyCrowd 003.rar (Size: 6.46 MB / Downloads: 374)
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Messages In This Thread
Crowd simulation problems - by busseynova - 09-12-2019, 03:05 PM
RE: Crowd simulation problems - by tyFlow - 09-12-2019, 03:10 PM
RE: Crowd simulation problems - by busseynova - 09-12-2019, 03:52 PM

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