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Both sides previous revision Previous revision Next revision | Previous revision Next revision Both sides next revision | ||
en:multiscatter [2017/06/14 11:40] anvar [MultiScatter creation] |
en:multiscatter [2018/02/21 22:09] anvar [Installing for network or distributed rendering] |
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3ds Max Design: all | 3ds Max Design: all | ||
- | If you use V-Ray: V-Ray 1.5 (RC5 - no animated proxy, SP1- SP6), V-Ray 2 SP1, V-Ray 2.2, V-Ray 2.3, V-Ray 2.4, 2.5, 3, 3.5+ (beta releases and nightly builds should also work) | + | If you use V-Ray: V-Ray 1.5 (RC5 - no animated proxy, SP1- SP6), V-Ray 2 SP1, V-Ray 2.2, V-Ray 2.3, V-Ray 2.4, 2.5, 3, 3.5, 3.6, 4.x (Next) |
[[http:// | [[http:// | ||
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MultiScatter does not have any entries in the Registry | MultiScatter does not have any entries in the Registry | ||
===== Installing for network or distributed rendering ===== | ===== Installing for network or distributed rendering ===== | ||
- | For network rendering just install the same file **MultiScatterFor3dsmax-1.3.x.x.exe**. Installation procedure is the same as for the Workstation, | + | For network rendering just install the same file **MultiScatterFor3dsmax-1.xxx.exe**. Installation procedure is the same as for the Workstation, |
Submission for network or distributed rendering should be done from the PC with the registered version of MultiScatter. The rest of render nodes involved in the network or distributed rendering **do not need to be registered** | Submission for network or distributed rendering should be done from the PC with the registered version of MultiScatter. The rest of render nodes involved in the network or distributed rendering **do not need to be registered** | ||
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__manual installation on render nodes:__ | __manual installation on render nodes:__ | ||
- | install 1 machine with the **exe** file then copy following files (depending on renderer) | + | extract files by running installer and pointing into empty folder, |
- | + | ||
- | \MultiScatterVRay.dlo\\ | + | |
- | \MultiScatterMental.dlo\\ | + | |
- | \plugins\MultiScatter.dlo\\ | + | |
- | \mentalimages\shaders_autoload\mentalray\shaders\MultiScatterMental.dlo\ | + | |
- | \mentalimages\shaders_autoload\mentalray\include\MultiScatterMental.mi\ | + | |
===== Update ===== | ===== Update ===== | ||
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**Mask** is the probability mask. The brighter texture is the more probable this place is for the distribution of this type of objects. | **Mask** is the probability mask. The brighter texture is the more probable this place is for the distribution of this type of objects. | ||
+ | |||
+ | **Keep Object ID / Override ID ** - use material ID from object or setup your own | ||
**Mask contrast** controls the contrast value of the probability mask. High contrast value makes borders of object areas more defined. The example below presents distribution of three types of objects; for each of them noise maps with different phases are used as masks. Mask Contrast is set to 100. The borders of object areas are sharp due to the high contrast value. | **Mask contrast** controls the contrast value of the probability mask. High contrast value makes borders of object areas more defined. The example below presents distribution of three types of objects; for each of them noise maps with different phases are used as masks. Mask Contrast is set to 100. The borders of object areas are sharp due to the high contrast value. | ||
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- | **Keep Object ID / Override ID ** - use material ID from object or setup your own | ||
**Object colour** | **Object colour** |