Differences

This shows you the differences between two versions of the page.

Link to this comparison view

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 [2018/03/28 14:52]
anvar [System requirements]
Line 51: Line 51:
  
 ===== System requirements ===== ===== System requirements =====
-3ds Max versions: 2008, 2009, 2010, 2011, 1012, 2013, 2014, 2015, 2016, 2017, 2018 all 32 or 64 bit+3ds Max versions: 2008, 2009, 2010, 2011, 1012, 2013, 2014, 2015, 2016, 2017, 2018, 2019 all 32 or 64 bit
  
 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) (beta releases and nightly builds should also work)
  
 [[http://render.otoy.com|Octane]] and [[http://corona-renderer.com|Corona]] renderers are also supported [[http://render.otoy.com|Octane]] and [[http://corona-renderer.com|Corona]] renderers are also supported
Line 61: Line 61:
 OS: Windows XP, Windows Vista, Windows 7, 8, 10 all 32 and 64 bit. OS: Windows XP, Windows Vista, Windows 7, 8, 10 all 32 and 64 bit.
  
-**Please note:** 
- 
-User must have local administrator rights with Windows XP to use MultiScatter. 
- 
-on Windows 7 administrator rights needed only during installation 
 ===== Installation ===== ===== Installation =====
 Please make sure you downloaded latest version of the plug-in from our [[http://forum.rendering.ru/viewforum.php?f=16|forum]]. Please make sure you downloaded latest version of the plug-in from our [[http://forum.rendering.ru/viewforum.php?f=16|forum]].
Line 113: Line 108:
 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, but skipping Registration process. **Rendernodes do not require registration.**+For network rendering just install the same file **MultiScatterFor3dsmax-1.xxx.exe**. Installation procedure is the same as for the Workstation, but skipping Registration process. **Rendernodes do not require registration.**
  
 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**
Line 121: Line 116:
 __manual installation on render nodes:__ __manual installation on render nodes:__
  
-install 1 machine with the **exe** file then copy following files (depending on renderer) to other rendernodes from that machine carefully: +extract files by running installer and pointing into empty folder, then copy extracted file to other rendernodes
- +
-\MultiScatterVRay.dlo\\ +
-\MultiScatterMental.dlo\\ +
-\plugins\MultiScatter.dlo\\ +
-\mentalimages\shaders_autoload\mentalray\shaders\MultiScatterMental.dlo\   **or**  \NVIDIA\shaders_autoload\mentalray\shaders\MultiScatterMental.dlo\\ +
-\mentalimages\shaders_autoload\mentalray\include\MultiScatterMental.mi\   **or**  \NVIDIA\shaders_autoload\mentalray\include\MultiScatterMental.mi\\ +
 ===== Update ===== ===== Update =====
  
Line 168: Line 156:
  
 **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.
  
  {{:multiscatter:110-msc-mask-contrast.jpg?nolink| Mask contrast}}  {{:multiscatter:110-msc-mask-contrast.jpg?nolink| Mask contrast}}
- 
-**Keep Object ID / Override ID ** - use material ID from object or setup your own 
  
 **Object colour** **Object colour**
Print/export