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Can I scale up beyond 5 somehow in shape splatter?

Enthusiast ,
Jul 28, 2021 Jul 28, 2021

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I tried to modifiy "max pattern liberty" but it doesn't help. I see a kind of square frame that crops  the shape.

How can I modify the shape splatter the way it wouldn't crop while upscaling beyond  standard 5 value?

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Adobe Employee ,
Aug 03, 2021 Aug 03, 2021

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Hello,

 

If you are referring to the Scale parameter in the Size group, then this parameter is indeed hard clamped to 5.0 as a maximum value. You may tweak the scale of the input pattern before passing it to the Shape splatter node if you need a wider scale value range which could be achieved using the [0,5] scale multiplier range.

 

If I misunderstood the request, please include screenshots demonstrating the issue.

 

Best regards.

 

Luca Giarrizzo | Quality Engineer, 3D & Immersive | Adobe

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Enthusiast ,
Aug 07, 2021 Aug 07, 2021

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kirkr5689_1-1628320617041.png

 

I know I could make  cubes bigger by switching to 4/8 in X/Y amount   but works with integer values  not smooth and also re-shaffle things.   What if I'd like to  increase the size subtly  with evrything staying  as it is .    Maybe scale to 6?. As you can see  I can't make the input bigger alredy.     Is there anything in the pixel processors inside that I could do to pass 5 limit without frame cropping ?    Like I could do in older scatterer with fx maps?

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Community Expert ,
Aug 07, 2021 Aug 07, 2021

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Can you avoid that repeating square boundary by using shape splatter in a square then cropping the output? That would allow you to increase the scale of the Cube 3D node to make the blocks bigger without having that boundary.

 

2021-08-07_15-17-18.jpg

 

Dave

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Enthusiast ,
Aug 11, 2021 Aug 11, 2021

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Yeah, it's wat I always did befor   but now it's not actually cubes but rather pretty complex rocks  with it's own  big graphs.  They work slow as hell in square format .  My guess it shuold be quicker with fewer pixels.

 

Besides I neeed to overcame this 5 limit in  Atlas scatter  where I have to do actuall scatter in twice bigger resolution due to terrible alpha/aliazing problems.   There this 5 limit just doesn't allow to reach  necessary scatter density on any non square texture.

 

I am alredy broke my head trying to figure out where this 5 limit is hard codded in pixel porcessors and how to lift it a bit.    Up to a point I did my own scatter with 4 synched fx-map based : depth ,U,V and ID  channels .   But they turned even more slow  than original Scatterers

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