I'm about to create a gravel texture for a scene. My thought was to create about 10 different gravel stones and optimize them fairly heavy. Then place them randomly and scattered so that i can bake textures from them..
My first thought was to use the dynamics in maya, but it's so slow when you have like 400 objects colliding with each other. And placing them by hand will just be a time killer of huge measurements..
Thought about placing them in zbrush in the 2.5D space and tile it right away. But that also feels a bit time consuming.
Do you have any ideas? Any nifty program that calculate dynamics in CUDA maybe?

I guess i could make them collide with just the bounding box to..
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@ You'r right, or i think it's in the bonus tools.. I'll check that out!
On second thought I'm not sure that it would be a useful solution for what you want to do since getting the gravel to be packed and lie still on a surface could be an issue with a dynamics simulation using this method. You can could try it though. You can make the particles collide with a polygon mesh surface, tricky part is having the particles collide with each other. This can be done by having each of the particles having a distance based field of its own which would push other nearby particles away.
Like I already mentioned a solution like this would probably have troubles with particles landing on each other causing a jittering movement on the ground. But this might not be a problem after all since you just want to capture one interesting frame and render it from above I guess?
There's probably an easier solution -_-
EDIT:
Whoops, forgot the link. [ame]
i remember doing the set dressing tutorial video from digital tutors and using a similar method to place rocks on a beach.
The paint geometry tool looks really cool! I think that might be the solution!
Here is it baked btw..
But you'r right, that must be the easiest way! Thx a bunch! (:
@Koode, GO!
Thanks.
Placing stuff with the brush script was annoying course it was buggy.
I found an other script that placed the mesh all over a target mesh randomly.But that just made the stones just look flat, and some of them where on the same position, wich look really ugly.
And at first i wanted the whole trail module to have unique stone details, stupid, so i did a tileing texture instead.
This is how it goes,
I hope that makes some sense :P I can make a quick series of screen grabs when i come home if that's interesting.
Never understood how did you get it tiling though?
400th post btw. Woooho, fuck yeah!
[EDIT] Rewrote the text. Don't make tutorials 2.30 in i morning
I'm gonna give this a go.
@Visceral, how would you go about? Sculpting grass, making a plane with alpha and normals? Place it and bake it? I thought about if their was a way to bake grass properly the other day. Would be awesome if it works!
If you test it out, would be cool to see know how you succeed!
http://wiki.polycount.com/EnvironmentSculpting#Tilable_Stone