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en:multiscatter [2013/03/31 19:53]
anvar
en:multiscatter [2023/07/23 08:27] (current)
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-{{description>MultiScatter is a plug-in for 3ds max which works with V-Ray and Mental Ray rendering systems. It is possible to create complicated scenes with a huge amount of objects easy and quickly with the aid of this plug-in.}}+{{description>Official MultiScatter manual}}
  
 ====== MultiScatter Manual ====== ====== MultiScatter Manual ======
-MultiScatter is a plug-in for 3ds max which works with V-Ray and Mental Ray rendering systems. It is possible to create complicated scenes with a huge amount of objects easy and quickly with the aid of this plug-in.+[[https://icube3d.com/multiscatter.html|MultiScatter]] is a plug-in for 3ds max which works with V-RayMental Ray, Corona, Octane, Maxwell, FStormRender (others can be added by using our SDK, please contact us). It is possible to create complicated scenes with a huge amount of scattered objects easy and quickly with the aid of this plug-in.
  
 Usually scenes in 3ds max with a great amount of even identical objects take a lot of space on HDD, consumes a lot of time for loading, and it is very hard to work with. MultiScatter is created to solve these problems. The scene containing 500 000 identical objects created with 3ds max 2008 occupies 1400Mb of HDD space. Now, if it is created with MultiScatter and still containing the same 500 000 objects the scene can take just 250Kb. Usually scenes in 3ds max with a great amount of even identical objects take a lot of space on HDD, consumes a lot of time for loading, and it is very hard to work with. MultiScatter is created to solve these problems. The scene containing 500 000 identical objects created with 3ds max 2008 occupies 1400Mb of HDD space. Now, if it is created with MultiScatter and still containing the same 500 000 objects the scene can take just 250Kb.
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 MultiScatterTexture may be applied both to the MultiScatter objects and to any other objects at the scene MultiScatterTexture may be applied both to the MultiScatter objects and to any other objects at the scene
  
- {{youtube>wrsR1TGMUpo?large}}+Below video is done with VrayScatter for 3ds max (first generation of our scattering system for 3ds max) in year 2008 on Xeon E5205 4Gb RAM machine, as a single scene 
 + 
 +{{ youtube>wrsR1TGMUpo?large }}
 ====== Main differences of MultiScatter in comparison to VrayScatter ====== ====== Main differences of MultiScatter in comparison to VrayScatter ======
 MultiScatter includes all VrayScatter features such as: MultiScatter includes all VrayScatter features such as:
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 ===== System requirements ===== ===== System requirements =====
-3ds Max versions: 2008200920102011101220132014 all 32 or 64 bit +**MultiScatter 1.097 and later:**\\ 
- +3ds Max versions: 2014201520162017201820192020, 2021, 2022, 2023, 2024\\ 
-3ds Max Design: all +If you use V-Ray, versions3.6, 4.x (Next), 566.1\\ 
- +OS: Windows 781011
-If you use V-Ray: V-Ray 1.(RC5 - no animated proxy, SP1- SP6), V-Ray 2 SP1V-Ray 2.2V-Ray 2.3, V-Ray 2.4 - 32 or 64 bit (beta releases and nightly builds should also work) +
- +
-OS: Windows XPWindows VistaWindows 78 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+
  
 +**MultiScatter 1.3.x.x, 1.052 - 1.093 :**\\
 +3ds Max versions: 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, 2020\\
 +3ds Max Design : from 2010 and higher\\
 +If you use V-Ray, versions: 1.5 (SP3- SP6), V-Ray 2 SP1, V-Ray 2.2, 2.3, 2.4 , 3, 3.1, 3.2, 3.3, 3.4, 3.5, 3.6, 4 (Next)\\
 +OS: Windows 7, 8, 10 all 32 and 64 bit \\
  
 +**MultiScatter 1.2.0.12**
 +3ds Max versions: 2008 (no Mental Ray support), 2009, 2010, 2011, 2012, 2013, 2014\\
 +3ds Max Design : all\\
 +If you use V-Ray, versions: 1.5 (RC5 -no animated proxy, SP1- SP6), V-Ray 2 SP1, V-Ray 2.2, 2.3, 2.4
 +OS: Windows XP, Windows Vista, Windows 7, 8, 10 all 32 and 64 bit \\
 ===== 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 [[https://forum.icube3d.com/viewforum.php?f=16|forum]].
  
 Users are provided with the same installation file for both Workstation and Render node Users are provided with the same installation file for both Workstation and Render node
  
-**MultiScatter.exe**+**MultiScatterFor3dsmax-1.xxx.exe**
  
 Workstation can be used only when license is properly installed, and provides access to all MultiScatter options. Workstation can be used only when license is properly installed, and provides access to all MultiScatter options.
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 Rendering is available both locally and over network. Rendering is available both locally and over network.
  
-To install the program you need to run the MultiScatter.exe with the administrator rights. (In windows 7 right click "run as administrator") **even if you are logged in as admin**+To install the program you need to run the **MultiScatterFor3dsmax-1.xxx.exe** with the administrator rights. 
  
  {{:multiscatter:10-msc-installation.jpg?nolink| Installation wizard}}  {{:multiscatter:10-msc-installation.jpg?nolink| Installation wizard}}
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 Read carefully the license agreement. If you accept it tick “I accept” and then press setup button;  if not, press "Cancel" button. Read carefully the license agreement. If you accept it tick “I accept” and then press setup button;  if not, press "Cancel" button.
  
- {{:multiscatter:30-msc-installation.jpg?nolink| Choose 3ds max version}}+ {{:multiscatter:31-msc-installation.png?nolink| Choose 3ds max version}}
  
-Choose 3ds max version you use.+Choose 3ds Max version and V-Ray version or select "none", check if you need Arnold plugin (some other rendering engines have implemented support on their side)
  
  {{:multiscatter:40-msc-installation.jpg?nolink| Check paths}}  {{:multiscatter:40-msc-installation.jpg?nolink| Check paths}}
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 The setup wizard will automatically select destination folder for 3dsmax. Check the path where 3dsmax is installed and correct it if needed. The setup wizard will automatically select destination folder for 3dsmax. Check the path where 3dsmax is installed and correct it if needed.
  
 +This will install several files into various folders within 3ds max directory, you can see them by searching for all files with **MultiScatter** in their names
 +
 +it will also install activation and uninstaller utilities into "System drive":\Program Files\R&D Group\ , and there are no registry entries made
 ===== Registration ===== ===== Registration =====
-Run **MultiScatterRegistration.exe** 
  
-**Please make sure you always use the registration utility which is supplied with the particular version of MultiScatter**+**please see** https://docs.icube3d.com/en:cerber-protection
  
- {{:multiscatter:50-msc-activation.gif?nolink| MultiScatter registration utility}}+===== Uninstall ===== 
 +you can find uninstaller inStart menu > R&D Group > MultiScatter > Uninstall
  
-Choose the hard disk to be linked with the MultiScatter license (linking with external USB storage, Flash drives and network drives is not supported). +**for versions 1.2.0.12 and below** 
- +To uninstall MultiScatter you can manually delete all files which have MultiScatter in the names from all folders in 3ds max directory and subdirectories.
-Press the «Get Your ID File» button and save *.id file on your hard disk under any name you like. +
- +
- {{:multiscatter:60-msc-activation.gif?nolink| MultiScatter registration utility}} +
- +
-Send this file to mail@rendering.ru (or your reseller). Please attach copy of you receipt or order number to avoid any delays in communication. +
- +
-In the nearest time (usually within 24 hours) you will get an email from us (or your reseller) with *.key license file attachedSave this file on your hard diskStart again MultiScatterRegistrationXX.exe utility and press the «Apply Key File» button. +
- +
-In the dialogue box select the *.key file you received from us. With this registration procedure is over. +
- +
-In case of license malfunction and errors (which can be caused by disk formatting, re-installation of the operating system or components replacement) you are free to address the developer at any time. Please make sure you download latest version from our forum and generate new *.ID file. Send it to mail@rendering.ru to get your updated *.Key file +
- +
-However, we reserve the right not to issue a new license in case of total replacement of a PC if the registration request is submitted more often than once in half a year.   +
- +
-ATTENTION! Please always try to email from the same email address you used when you purchased the plug-in. If we can’t find your e-mail address from which you sent the ID file in our database and there is no explanation and receipt or order number in you email, your request may not be processed! +
- +
-Please always attach you receipt or order number to avoid any delays in communication. +
- +
-===== Uninstall ===== +
-To uninstall MultiScatter you can manually delete all files which have MultiScatter in the names from all folders in 3ds max directory and subdirectories+
  
 +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 **MultiScatter.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**
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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 to other rendernodes from that machine carefully:+extract files by running installer and pointing into empty folder, then copy extracted file to other rendernodes 
 +===== Update =====
  
-\plugins\multiscatter.dlo\\ +You can always find latest version at our [[https://forum.icube3d.com/viewforum.php?f=16|forum]] (login is not required for download)
-\mentalimages\shaders_autoload\mentalray\shaders\multiscattermental.dll\\ +
-\mentalimages\shaders_autoload\mentalray\include\multiscattermental.mi\\+
  
-and in 3ds max root directory :\\ +your old activation should work, no need to apply it again, its stored in **C:\Program Files\R&D Group\Cerber\localLicenses** and available to all users, 3ds max versions and plugin versions installed on your PC.
-all files which have "MultiScatter" in their file names+
  
-====== Getting started ======+in case of problems it will prompt you to update activation on first run.
  
-===== MultiScatter creation =====+====== MultiScatter creation ====== 
 +===== Getting started =====
  
 To create MultiScatter go to//  To create MultiScatter go to// 
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 Do not remove original objects after their selection for MultiScatter. It is recommended to position them in a hidden layer, all objects inside MultiScatter inherit properties of the original. Do not remove original objects after their selection for MultiScatter. It is recommended to position them in a hidden layer, all objects inside MultiScatter inherit properties of the original.
  
- {{:multiscatter:80-msc-creation.gif?nolink| MultiScatter base parameters}}+{{:multiscatter:82-msc-samples-param.png?nolink| MultiScatter base parameters}}
  
 You can select any objects, Vrayproxy and Mentalproxy at the scene. After all required objects are selected press right button of the mouse or the **‘+teapot’** button once again. You can select any objects, Vrayproxy and Mentalproxy at the scene. After all required objects are selected press right button of the mouse or the **‘+teapot’** button once again.
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 Selected objects can be removed from the list by pressing the **‘-teapot’** button. Selected objects can be removed from the list by pressing the **‘-teapot’** button.
  
-Each of the objects has the following options:+===== Base Parameters =====
  
- {{:multiscatter:100-msc-creation.gif?nolink| Selecting probability}}+ {{:multiscatter:81-msc-base-param.png?nolink| Base Parameters}}
  
-**Probability** is the probability of the object’s distribution in regard to other MultiScatter objects+The main distribution setting is the number of objects. It is set by **Max Count** value. If you are not satisfied with the current variant of random distribution, correct **Seed**
  
-**Mask** is the probability mask. The brighter texture is the more probable this place is for the distribution of this type of objects.+**On/Off** - Turns on or off MultiScatter
  
-**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 masksMask Contrast is set to 100. The borders of object areas are sharp due to the high contrast value.+**Seed** - that is the option setting random object distribution. Any changes in this option lead to a new random redistribution of objects.
  
- {{:multiscatter:110-msc-mask-contrast.jpg?nolink| Mask contrast}}+**Max Count** – the number of multiplied objects. It fixes the maximum number of objects possible. The resulting number of objects will be no more than set value.
  
-**Object colour**+**Max Preview** – the number of objects to show in viewport
  
- {{:multiscatter:120-msc-color.gif?nolink| Object colour}}+===== Samples Parameters =====
  
-This setting is described in the MultiScatterTexture section+ {{:multiscatter:83-msc-samples-param.png?nolink| Sample Parameters}}
  
-**Help pictures**+**Scatter Objects** - list of objects to multiply
  
- {{:multiscatter:130-msc-help-pictures.jpg?nolink| Help pictures}}+**Probability** is the probability of the object’s distribution in regard to other MultiScatter objects
  
-**Show/Hide Help Pictures** button activates/deactivates helping pictures for MultiScatter interface.+**Mask** - is the probability mask. The brighter texture is the more probable this place is for the distribution of this type of objects
  
-**Reset All Settings to Default** button restores all MultiScatter settings to the default values.+**Keep Object ID / Override ID** - use material ID from object or setup your own
  
-**Collapse to Single Mesh** button converts MultiScatter into Editable Mesh. Since MultiScatter can contain very heavy geometry, the following warning window will be displayed before the creation of the resulting object.+**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:140-msc-warning.gif?nolink| Warning}}+ {{:multiscatter:110-msc-mask-contrast.jpg?nolink| Mask contrast}} 
 +  
 +**Object Colour** - This setting is described in the MultiScatterTexture section
  
-This will help to judge the ability to create such objectIf the amount of polygons is huge the process of conversion can take very long time or even fail.+**Coll Shape** - you can choose default (for compatibility with older versions prior to 1.528), sphere or box depending on topology of objects 
 +  
 +==== Examples of different masks application ====
  
-**Select All Dependences** selects all objects in the scene used in MultiScatter (objects, surfaces, splines and border splines)+**Noise**
  
-**Convert to MultiPainter** converts to MultiPainter+ {{:multiscatter:190-msc-distribution-noise.jpg?nolink| Noise mask}}
  
-Please note that MultiScatter can quickly process significantly larger amount of objects than MultiPainter, and converting to MultiPainter may be impossible when trying to convert from MultiScatter with large amount of objects in it.+Falloff towards the camera
  
-===== Selection of surface or spline ===== + {{:multiscatter:200-msc-distribution-fallof.jpg?nolink| Falloff towards the camera}}
-To define surface or spline for MultiScatter objects distribution you need to create MultiScatter while the object for distribution upon its surface or spline is selected. After MultiScatter is created you can select surface or spline by pressing "Surface/Spline" button.+
  
- {{:multiscatter:150-msc-distribution.gif?nolink| Selecting surface}}+Falloff towards object Z-axis
  
-Only one object can be chosen. If the objects are needed to be reproduced upon several surfaces or splines the last should be attached into one mesh or single spline.+ {{:multiscatter:210-msc-distribution-fallofz.jpg?nolink| Falloff towards object Z-axis}}
  
-===== Properties of distribution by spline ===== +**Vertex Paint** (Important note! Use texture channels - for example the 2nd - for keeping colour parameters since the MultiScatter Vertex Color channel is not applicable due to certain peculiarities of scatter creating algorithms.)
-Spline distribution options are available if spline is selected as the object for the distribution over it.+
  
- {{:multiscatter:160-msc-spline-options.jpg?nolink| Distribution by spline}}+ {{:multiscatter:220-msc-distribution-vertexp.jpg?nolink| Vertex Paint}}
  
-**Thickness** is the thickness of objects distribution in reference to spline (it is set in system measure units)+===== Distribution Parameters =====
  
-**Proxy Distance** is the length and width between the objects with regular distribution. **Be careful and attentive!** Regular pattern of spline distribution needs **Scale Mult** option of the Regular Pattern Settings section to be set as **1**.+To define surface or spline for MultiScatter objects distribution you need to either create MultiScatter while the object for distribution is selected, or after MultiScatter is created you can select surface or spline by pressing “Surface” or “Spline” button.
  
- {{:multiscatter:170-msc-spline-options2.jpg?nolink| Regular pattern settings}}+ {{:multiscatter:151-msc-distribution.png?nolink| Selecting surface}} 
 +  
 +**Mask** – that is distribution mask. Assuming that a monochrome greyscale mask is applied, objects will not be reproduced on black coloured areas. On white areas the density of objects remains unchanged. It is not recommended to use large surface with rare white mask areas as this will slow down generation. Try to crop surface so that it will contain less black coloured areas. 
  
-**Distribution properties are common for distribution both by spline and surface.**+**Key Color** – you can use colour masks for object distribution if this option is set active. The nearby “Color Picker” allows you to select the particular colour on a mask over which further distribution will take place.
  
- {{:multiscatter:180-msc-common-options.gif?nolink| Regular pattern settings}}+**Tolerance** it sets the objects scattering range beyond the borders of the selected coloured area when the colour mask is applied.
  
-**Seed** - that is the option setting random object distribution. Any changes in this option lead to a new random redistribution of objects+**Spline Width** - is the thickness of objects distribution in reference to spline (it is set in system measure units)
- +
-**Max Count** – that is the number of objects to multiply. It fixes the maximum number of objects possible. The resulting number of objects will be no more than set value. +
- +
-**Mask** – that is distribution mask. Assuming that a monochrome greyscale mask is applied, objects will not be reproduced on black coloured areas. On white areas the density of objects remains unchanged. It is not recommended to use large surface with rare white mask areas as this will slow down generation. Try to crop surface so that it will contain less black coloured areas. +
- +
-**Color** – you can use colour masks for object distribution if this option is set active. The nearby “Color Picker” allows you to select the particular colour on a mask over which further distribution will take place. +
- +
-**Range** - it sets the objects scattering range beyond the borders of the selected coloured area when the colour mask is applied.+
  
 **Use Random Position** - it activates object distribution based on random algorithms which are set in ‘Random Position Settings’ section **Use Random Position** - it activates object distribution based on random algorithms which are set in ‘Random Position Settings’ section
  
 **Use Regular Pattern** – it activates regular object distribution which is set in ‘Regular Pattern Settings’ section **Use Regular Pattern** – it activates regular object distribution which is set in ‘Regular Pattern Settings’ section
-  
  
-The main distribution setting is the number of objects. It is set by **Max Count** value. If you are not satisfied with the current variant of random distribution, correct **Seed** setting. If you need the distribution to be done only over certain part of a surface (not over all surface area), you can use texture mask **(Mask)** for uneven distribution according to the texture. Black colour equals to zero density of objects and white colour is initial (100%) density.+===== Random Position Settings =====
  
-===== Examples of different masks application ===== + {{:multiscatter:251-msc-random-position.png?nolink| Random Position Settings}}
-**Noise**+
  
- {{:multiscatter:190-msc-distribution-noise.jpg?nolink| Noise mask}} +**Use Density**With it you can set the number of objects **(Count)** to be located at a single area unit **(per)**. The resulting number will also be fixed with ‘Max Count’ option. The area is defined by system unitsIt means that in the case when centimetres being used in system units one single object will fall within 1 square meter.
- +
-Falloff towards the camera +
- +
- {{:multiscatter:200-msc-distribution-fallof.jpg?nolink| Falloff towards the camera}} +
- +
-Falloff towards object Z-axis +
- +
- {{:multiscatter:210-msc-distribution-fallofz.jpg?nolink| Falloff towards object Z-axis}} +
- +
-**Vertex Paint** (Important note! Use texture channels - for example the 2nd - for keeping colour parameters since the MultiScatter Vertex Color channel is not applicable due to certain peculiarities of scatter creating algorithms.+
- +
- {{:multiscatter:220-msc-distribution-vertexp.jpg?nolink| Vertex Paint}}+
  
 ===== Regular Pattern Settings ===== ===== Regular Pattern Settings =====
  
- {{:multiscatter:230-msc-regular-pattern.jpg?nolink| Regular Pattern Settings}}+ {{:multiscatter:231-msc-regular-pattern.jpg?nolink| Regular Pattern Settings}}
  
 Regular distribution requires the presence of correct UVW Mapping of the object for distribution. You can control regular distribution with UVW Mapping as usual texture. Regular distribution requires the presence of correct UVW Mapping of the object for distribution. You can control regular distribution with UVW Mapping as usual texture.
  
 **Mapping Channel** sets the channel for UVW Mapping to be used for distribution **Mapping Channel** sets the channel for UVW Mapping to be used for distribution
- 
-When regular pattern is selected for distribution you can get access to related options. You can vary density of the regular distribution with aid of **Scale Mult** option (Attention!!! For correct regular spline distribution **Scale Mult** setting should be fixed at **1**). 
- 
-===== Pattern ===== 
  
  {{:multiscatter:240-msc-pattern.gif?nolink| MultiScatter Pattern Settings}}  {{:multiscatter:240-msc-pattern.gif?nolink| MultiScatter Pattern Settings}}
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 The following options are provided to change the type of regular distribution: Square (square grid), Triangle (triangular grid), Hexagon (hexagonal grid). The following options are provided to change the type of regular distribution: Square (square grid), Triangle (triangular grid), Hexagon (hexagonal grid).
  
-**Random Shift** gives an opportunity to add some randomness to regular distribution.+**Pattern Origin** -
  
-With default settings texture coordinates set only location of objects, but not their rotation and scale. Activation of **Affect Transform** option lets you set rotation of objects to UVW Mapping. For example, rotating UVW Mapping Gizmo, the objects will be rotating the same way following texture rotation. If you need to control not only rotation, but scale also then turn on **Affect Scale** option. With this, the scale of objects can be change suddenly. For controlling the scale use **XY Scale** and **Z Scale** options if necessary. With ‘Affect Transform’ option active, ‘Use Normal’ setting of the ‘Rotate’ settings should be set as 0.0.+**Pattern Scale** -
  
-===== Random Position Settings =====+**Fluctuation** gives an opportunity to add some randomness to regular distribution.
  
- {{:multiscatter:250-msc-random-position.png?nolink| Random Position Settings}} +With default settings texture coordinates set only location of objects, but not their rotation and scaleActivation of **Affect Transform** option lets you set rotation of objects to UVW Mapping. For example, rotating UVW Mapping Gizmo, the objects will be rotating the same way following texture rotation. If you need to control not only rotation, but scale also then turn on **Affect Scale** option. With this, the scale of objects can be change suddenly. For controlling the scale use **XY Scale** and **Z Scale** options if necessaryWith Affect Transform’ option active, ‘Use Normal’ setting of the ‘Rotate’ settings should be set as 0.0.
- +
-Random position settings include only one additional option - ‘Use Density’With it you can set the number of objects **(Count)** to be located at a single area unit **(per)**. The resulting number will also be fixed with Max Count’ option. The area is defined by system units. It means that in the case when centimetres being used in system units one single object will fall within 1 square meter.+
  
 +**Keep Order** - For spline only, to keep order of objects as they are listed, [[https://icube3d.com/media/manual/MultiScatter/images/abcd.jpg|screenshot]]
 ===== Border Spline ===== ===== Border Spline =====
  
- {{:multiscatter:260-msc-border-spline.gif?nolink| Border Spline Settings}}+ {{:multiscatter:262-msc-border-spline.png?nolink| Border Spline Settings}}
  
 It is possible to limit objects disposition with spline. You can use only one spline. If you need to limit the disposition with several splines, then attach them first into one single spline. It is possible to limit objects disposition with spline. You can use only one spline. If you need to limit the disposition with several splines, then attach them first into one single spline.
  
-You can use different projection axis of spline on surface. If your surface, for instance, is not horizontal (a wall of a building, for example), you can use X-axis or Y-axis depending on orientation of surface. The axis should be perpendicular to the surface. If the surface contains complicated relief and is not flat, then use **Face projection**.+You can use different projection axis of spline on surface. If your surface, for instance, is not horizontal (a wall of a building, for example), you can use X-axis or Y-axis depending on orientation of surface. The axis should be perpendicular to the surface. 
  
 Distribution inside spline is sensitive to its direction. Use Inverse command in spline properties to change the direction of spline. Distribution inside spline is sensitive to its direction. Use Inverse command in spline properties to change the direction of spline.
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 It is recommended to use border spline around the surface. It is recommended to use border spline around the surface.
  
-===== Border behaviour =====+**Render Time Clipping** - directly works with V-Ray only, for Corona use additional MultiScatterBorderTexture as opacity map
  
- {{:multiscatter:270-msc-border-behaviour.gif?nolink| Border behaviour Settings}}+**Clipping mode** you can choose Lower Strand Vertex or Exact (shade point) 
 +===== Border Behaviour ===== 
 + 
 + {{:multiscatter:271-msc-border-behaviour.jpg?nolink| Border behaviour Settings}}
  
 As a border you can use surface sides **(Use Surface Border)** and border spline **(Use Spline Border**). The impact of borders upon the object distribution can be controlled by density **(Affect Density)**, scale **(Affect Scale**) and rotation **(Affect Rotate)**. The depth of impact is set by **Distance**. As a border you can use surface sides **(Use Surface Border)** and border spline **(Use Spline Border**). The impact of borders upon the object distribution can be controlled by density **(Affect Density)**, scale **(Affect Scale**) and rotation **(Affect Rotate)**. The depth of impact is set by **Distance**.
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 Using curves you can control different types of border impact by distance from the border. The left part of a curve sets behaviour closer to the border. The right part of a curve sets behaviour in a **Distance of an object from the border**. Using curves you can control different types of border impact by distance from the border. The left part of a curve sets behaviour closer to the border. The right part of a curve sets behaviour in a **Distance of an object from the border**.
  
-===== Camera clipping ===== +===== Scale =====
- +
- {{:multiscatter:280-msc-camera-clipping.gif?nolink| Camera clipping Settings}} +
- +
-**Camera Clipping** activates object distribution depending on their distance from the camera +
- +
-**Distance** sets the distance beyond which the objects will not be distributed. +
- +
-For static shots it is convenient to control density **(Affect Density)** depending on the distance from the camera. +
- +
-**Camera** sets the camera with regard to which the distribution will take place. +
- +
-Density control is not suitable for animation (objects will appear suddenly in front of the camera). Scale control **(Affect Scale)** is more convenient for animation. It is recommended not to use **Collision** together with **Camera Clipping** for animation. +
- +
-===== Objects scaling =====+
  
  {{:multiscatter:290-msc-object-scale.gif?nolink| Objects scaling Settings}}  {{:multiscatter:290-msc-object-scale.gif?nolink| Objects scaling Settings}}
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 **Local** settings allow independent scaling of objects at each of the axes locally. **Local** settings allow independent scaling of objects at each of the axes locally.
  
-===== Objects Rotation ===== +===== Rotate =====
  {{:multiscatter:350-msc-rotation.gif?nolink| Rotation settings}}  {{:multiscatter:350-msc-rotation.gif?nolink| Rotation settings}}
  
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  {{:multiscatter:520-msc-animated-texture.gif?nolink| Rotation by texture mask example}}  {{:multiscatter:520-msc-animated-texture.gif?nolink| Rotation by texture mask example}}
  
-===== Movement ===== 
  
 +===== Move =====
 Movement with relation to the initial position. Movement with relation to the initial position.
  
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  {{:multiscatter:540-msc-movement2.jpg?nolink| "Move" settings example}}  {{:multiscatter:540-msc-movement2.jpg?nolink| "Move" settings example}}
  
-===== Collisions ===== +===== Collision ===== 
- + {{:multiscatter:551-msc-collisions.png?nolink| Collisions settings}}
- {{:multiscatter:550-msc-collisions.gif?nolink| Collisions settings}}+
  
 In case of creating some reasonably big objects, such as trees, any overlapping of objects is not allowed. Use collisions to prevent the objects from overlapping. Collision checking is based upon the creation of virtual sphere around each object and further distribution of objects with regard to overlapping inability of these spheres. The sphere has its radius set and the height from its centre above the surface is also set. Each object can generate collisions so that they have influence to the rest of objects and can also adapt to the collisions generated by the other objects. The result of collisions of the objects belonging to the same MultiScatter is presented in viewport. The collisions of the objects belonging to different MultiScatters can be seen only during rendering. In case of creating some reasonably big objects, such as trees, any overlapping of objects is not allowed. Use collisions to prevent the objects from overlapping. Collision checking is based upon the creation of virtual sphere around each object and further distribution of objects with regard to overlapping inability of these spheres. The sphere has its radius set and the height from its centre above the surface is also set. Each object can generate collisions so that they have influence to the rest of objects and can also adapt to the collisions generated by the other objects. The result of collisions of the objects belonging to the same MultiScatter is presented in viewport. The collisions of the objects belonging to different MultiScatters can be seen only during rendering.
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  {{:multiscatter:580-msc-collisions4.jpg?nolink| Collisions example}}  {{:multiscatter:580-msc-collisions4.jpg?nolink| Collisions example}}
- 
-Penetration sets the blur of the collisions border areas. 
-===== Collision object ===== 
- 
- {{:multiscatter:590-msc-collision-object.jpg?nolink| Collision object creation}} 
- 
-You can create collision object from the panel: Create>Geometry> MultiScatter > MSCollision 
- 
-**MSCollision** object is presented as Gizmo located at the scene, it generates collisions within itself and affects all MultiScatter objects in the scene with their **Receive Collision** option activated. 
- 
-**Radius** sets the radius value for Gizmo. 
  
 **Penetration** sets the blur of the collisions border areas. **Penetration** sets the blur of the collisions border areas.
  
 +**Coll Shape** - you can choose default (for compatibility with older versions prior to 1.528), per-object, sphere or box depending on topology of objects
 ===== Animation ===== ===== Animation =====
- + {{:multiscatter:601-msc-animation.png?nolink| Animation Settings}} 
- {{:multiscatter:600-msc-animation.gif?nolink| Animation Settings}} +  
- + Please note that these settings only control animation of objects itself which are distributed over surface or spline.
-Please note that these settings only control animation of objects itself which are distributed over surface or spline.+
  
 The use of animated masks for distribution, scaling, rotation, etc., and also the application of procedure textures for masks, animation of splines and surfaces are free and available. Evidently, the results of combining all these animation types are not always predictable. The use of animated masks for distribution, scaling, rotation, etc., and also the application of procedure textures for masks, animation of splines and surfaces are free and available. Evidently, the results of combining all these animation types are not always predictable.
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 **Speed** sets the speed of animation. Animation speeds up if speed value is higher than 1 and slows down when the value is lower than 1. **Speed** sets the speed of animation. Animation speeds up if speed value is higher than 1 and slows down when the value is lower than 1.
  
-It is necessary to arrange animation time shift for each one of the reproduced animated objects so that to prevent them all from moving simultaneously. The creation of a unique time shift for each object is regarded as impossible due to the overwhelming exploration of the memory. Usually it is enough to confine to some fixed set of time shifts. The number of them is set by the **Samples** setting. If the animation speed is a fractional number then some fractional frame numbers can appear, which can sometimes lead to a faulty rendering. In case of any malfunction here just dismiss the activating tick next to the **Enable fractional frames** option. Dealing with looped animation of objects it is highly recommended to select the **Loop** animation type. If the animation is not looped, then select the Ping Pong animation type. Single option makes a single animation of the object, without any repetition.+It is necessary to arrange animation time shift for each one of the reproduced animated objects so that to prevent them all from moving simultaneously. The creation of a unique time shift for each object is regarded as impossible due to the overwhelming exploration of the memory. Usually it is enough to confine to some fixed set of time shifts. The number of them is set by the **Samples** setting. If the animation speed is a fractional number then some fractional frame numbers can appear, which can sometimes lead to a faulty rendering. In case of any malfunction here just dismiss the activating tick next to the **Enable fractional frames** option. Dealing with looped animation of objects it is highly recommended to select the **Loop** animation type. If the animation is not looped, then select the **Ping Pong** animation type. **Once** option makes a single animation of the object, without any repetition. **Single** option makes a single frame.
  
 Samples = 1 Samples = 1
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 In this mask white colour corresponds to the **From** setting and black colour corresponds to the **To** setting. In this mask white colour corresponds to the **From** setting and black colour corresponds to the **To** setting.
  
-===== Preview =====+===== Camera Adaptation =====
  
- {{:multiscatter:630-msc-preview.gif?nolink| Preview settings}}+ {{:multiscatter:281-msc-camera-adaptation.png?nolink| Camera Adaptation Settings}}
  
-User can specify the number of displayed objects by Max settingYou should be careful not to set the maximum value to avoid MultiScatter preview slowdown at view ports.+**Camera** sets the camera with regard to which the distribution will take place. 
 +**Use Camera Ranges** - activates object distribution depending on their distance from the camera 
 + 
 +**Near Range/Far Range** sets the distance beyond which the objects will not be distributed. 
 + 
 +For static shots it is convenient to control density **(Affect Density)** depending on the distance from the camera. 
 + 
 +Density control is not suitable for animation (objects will appear suddenly in front of the camera). Scale control **(Affect Scale)** is more convenient for animation. It is recommended not to use **Collision** together with **Camera Clipping** for animation. 
 + 
 +===== Preview ===== 
 + {{:multiscatter:632-msc-preview.png?nolink| Preview settings}}
  
 It is possible to select the type of object preview at view ports from bounding boxes **(Box)** to pyramids **(Pyramid)**, or turn off preview at all **(None)**. It is possible to select the type of object preview at view ports from bounding boxes **(Box)** to pyramids **(Pyramid)**, or turn off preview at all **(None)**.
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 Besides, a new revolutionary method of object preview is implemented **(Points)** – it presents the objects as the points distributed upon the surface of the multiplied objects. The setting of **Count** fixes the overall number of these points at view port and can be set depending on the capacity of your PC. The points are dynamically distributed in real-time mode upon the surface of objects depending on the angle of view and the perspective. This allows good presenting of the size and shape of objects as the closer the object is to the camera the more points are used to present it. In addition, the colour of the points correlates with the diffusive material colour assigned to the object. Besides, a new revolutionary method of object preview is implemented **(Points)** – it presents the objects as the points distributed upon the surface of the multiplied objects. The setting of **Count** fixes the overall number of these points at view port and can be set depending on the capacity of your PC. The points are dynamically distributed in real-time mode upon the surface of objects depending on the angle of view and the perspective. This allows good presenting of the size and shape of objects as the closer the object is to the camera the more points are used to present it. In addition, the colour of the points correlates with the diffusive material colour assigned to the object.
  
-You can activate automatic updating of object preview (Auto Update) to get total control over the distribution of objects. With this option turned on every single change in MultiScatter parameters is previewed in real-time mode (except the number of objects during rendering and animation settings).+You can activate automatic updating of object preview (Auto Update) to get total control over the distribution of objects. With this option turned on every single change in MultiScatter parameters is previewed in real-time mode (except the number of objects during rendering and animation settings). If your scene is too heavy you can switch to manual, untick **Auto Update** and click on manual each time you need to update.
  
 **Dummy Size** – sets the size of MultiScatter Gizmo at view port. **Dummy Size** – sets the size of MultiScatter Gizmo at view port.
  
-====== MultiPainter ======+===== Utilities ===== 
 +**Help Pictures** 
 + 
 + {{:multiscatter:130-msc-help-pictures.jpg?nolink| Help pictures}} 
 + 
 +**Show/Hide Help Pictures** button activates/deactivates helping pictures for MultiScatter interface. 
 + 
 +**Reset All Settings to Default** button restores all MultiScatter settings to the default values. 
 + 
 +**Collapse to Single Mesh** button converts MultiScatter into Editable Mesh. Since MultiScatter can contain very heavy geometry, the following warning window will be displayed before the creation of the resulting object. 
 + 
 + {{:multiscatter:140-msc-warning.gif?nolink| Warning}} 
 + 
 +This will help to judge the ability to create such object. If the amount of polygons is huge the process of conversion can take very long time or even fail. 
 + 
 +**Select All Dependences** selects all objects in the scene used in MultiScatter (objects, surfaces, splines and border splines) 
 + 
 +**Convert to MultiPainter** converts to MultiPainter 
 + 
 +Please note that MultiScatter can quickly process significantly larger amount of objects than MultiPainter, and converting to MultiPainter may be impossible when trying to convert from MultiScatter with large amount of objects in it. 
 + 
 +===== Render Pipeline (V-Ray) ===== 
 + {{:multiscatter:900-render-pipeline.png?nolink| Render Pipeline}} 
 + 
 +===== Reference Objects ===== 
 + 
 + {{:multiscatter:903-reference-object.png?nolink| Render Pipeline}} 
 +  
 +====== MultiPainter creation ======
 ===== MultiPainter object ===== ===== MultiPainter object =====
  
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 The process of scattering involves only the objects and the surface of the currently selected in the list of Scatter Objects and Surfaces You can stop drawing any time, highlight or deselect the desired objects and surfaces and to continue drawing with the new settings. The process of scattering involves only the objects and the surface of the currently selected in the list of Scatter Objects and Surfaces You can stop drawing any time, highlight or deselect the desired objects and surfaces and to continue drawing with the new settings.
  
-====== Surfaces ======+===== Surfaces =====
  
  {{:multiscatter:700-msc-surfaces.jpg?nolink| Surfaces settings}}  {{:multiscatter:700-msc-surfaces.jpg?nolink| Surfaces settings}}
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 In the menu **Surfaces** you can select surface on which the arrangement of objects will be made. The interface is similar to **Scatter Objects** In the menu **Surfaces** you can select surface on which the arrangement of objects will be made. The interface is similar to **Scatter Objects**
  
-**Rotate**, **Scale** and **Animation** menu is completely the same as t corresponding menu in **MultiScatter**. It should be noted that the influence of objects positioning parameters is performed at the time of their positioning that ideologically distinguishes the setup **MultiPainter** from **MultiScatter**. All changes you make in these settings will affect the next "Drawing with a brush" session.+It should be noted that the influence of objects positioning parameters is performed at the time of their positioning that ideologically distinguishes the setup **MultiPainter** from **MultiScatter**. All changes you make in these settings will affect the next "Drawing with a brush" session.
  
- {{:multiscatter:710-msc-surfaces-settings.jpg?nolink| Surfaces settings}}+===== Other MultiPainter settings ===== 
 + {{:multiscatter:711-msc-multipainter-settings.png?nolink| MultiPainter settings}}
  
-Preview is similar to the menu Preview of MultiScatter, but has a different display mode **Cross**. In this mode, all objects are displayed as three-dimensional crosses.+**Rotate**, **Scale**, **Animation** and **Preview** menu is completely the same as the corresponding menu in **MultiScatter**. It should be noted that the influence of objects positioning parameters is performed at the time of their positioning that ideologically distinguishes the setup **MultiPainter** from **MultiScatter**. All changes you make in these settings will affect the next "Drawing with a brush" session.
  
- {{:multiscatter:720-msc-surfaces-preview.jpg?nolink| MultiScatter preview options}}+===== MAXScript functions ===== 
 +getMultiPainterInstanceCount -- return current instance count for MultiPainter.
  
-====== Application of MultiScatterTexture ======+getMultiPainterInstanceTM -- return instance TM as for Instace in MultiPainter.
  
-In spite of all possible random rotations and scaling the reproduced objects amy look monotonous and alike. There is a certain lack of colour variety. MultiScatterTexture solves this problem.+setMultiPainterInstanceTM -- set instance TM for Instace in MultiPainter. 
 + 
 +====== MultiScatterTexture ====== 
 +In spite of all possible random rotations and scaling the reproduced objects may look monotonous and alike. There is a certain lack of colour variety. MultiScatterTexture solves this problem.
  
  {{:multiscatter:730-msc-multiscatter-texture.gif?nolink| MultiScatter texture options}}  {{:multiscatter:730-msc-multiscatter-texture.gif?nolink| MultiScatter texture options}}
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 **Attention! At the moment MultiScatterTexture works with any objects created with Vray and MentalRay, except MentalProxy objects. This is due to the peculiarities of the concrete implementation of MentalRay for 3ds max.** **Attention! At the moment MultiScatterTexture works with any objects created with Vray and MentalRay, except MentalProxy objects. This is due to the peculiarities of the concrete implementation of MentalRay for 3ds max.**
 +
 +====== Collision object - MSCollision ======
 +
 + {{:multiscatter:590-msc-collision-object.jpg?nolink| Collision object creation}}
 +
 +You can create collision object from the panel: Create>Geometry> MultiScatter > MSCollision
 +
 +**MSCollision** object is presented as Gizmo located at the scene, it generates collisions within itself and affects all MultiScatter objects in the scene with their **Receive Collision** option activated.
 +
 +**Radius** sets the radius value for Gizmo.
 +
 +**Penetration** sets the blur of the collisions border areas.
  
 ====== MultiScatters management utility ====== ====== MultiScatters management utility ======
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 **Select Objects** allows you to select all objects at the scene that are generated on the basis of the same MultiScatter object. Since the names of all these objects start with the name of their original MultiScatter object, you just need to enter this name in the appropriate panel/window. **Select Objects** allows you to select all objects at the scene that are generated on the basis of the same MultiScatter object. Since the names of all these objects start with the name of their original MultiScatter object, you just need to enter this name in the appropriate panel/window.
  
-====== Troubleshooting ====== 
  
 +====== Troubleshooting ======
 +**First of all, please make sure you are running latest version of MultiScatter, it can always be found on our forum** https://forum.icube3d.com/viewforum.php?f=16
 ===== License errors ===== ===== License errors =====
  
- {{:multiscatter:770-msc-license-error.gif?nolink| MultiScatter License error}}+ {{:multiscatter:multiscatter-license-error.png?nolink| MultiScatter License error}}
  
-In case of license malfunction and errors (which can be caused by disk reformatting, re installation of the operating system or components replacement) you are free to address the developer at any time by sending your request for a new *.key file to the e-mail mail@rendering.ru+In case of license errors (which can be caused by disk reformatting, re installation of the operating system or components replacement) you are free to address the developer at any time by sending your request for a new *.lic file to the e-mail support@icube3d.com
  
-However, in case of total replacement of a PC we reserve the right to not provide a new license more often than once in half a year.+activation manual is here https://docs.icube3d.com/en:cerber-protection
  
 ===== Installation problems ===== ===== Installation problems =====
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 make sure you choose right path for you 3ds max version make sure you choose right path for you 3ds max version
 +
 +
 +===== V-Ray spawner  hangs =====
 +__Problem__: After each distributed rendering job V-Ray spawner hangs and needs restarting.
 +
 +__Solution__: If you keep the option "restart slaves on render end" checked then V-Ray spawner should be restarted automatically when the job is finished.
 +However it takes a little time for the spawner to restart. You may have noticed when restarting it manually that it takes several seconds for the vraydummy.max to appear. Please wait a while before you submit another job, so that the spawner restarts. 
 +I mean do not start the next render immediately , but after several seconds.
 +
 + {{:multiscatter:vray-dr-restart.jpg?nolink| V-Ray Restart slaves on render end }}
  
 ===== Dll errors ===== ===== Dll errors =====
 +==== Error code 127 ====
 +  * Error Loading Plug-in Dll
 +  * MultiScatterVRay.dlo failed to initialize, error code 127 - Thespecified procedure could not be found
 +
 + {{:multiscatter:multiscatter-dll-127-error.png?nolink| MultiScatter dll error 127}}
 +
 +please make sure you choose correct V-Ray version during MultiScatter installation
 +
 +also, if you change V-Ray version you need to reinstall MultiScatter as well,  as there is separate V-Ray connector file MultiScatterVRay.dlo for each V-Ray version
 +
 +==== Error code 126 ====
   * Error Loading Dlls   * Error Loading Dlls
   * Dll failed to initialize   * Dll failed to initialize
-  * Error sode 126 - The specified module could not be found+  * Error code 126 - The specified module could not be found
   * MSVCR100.dll missing error   * MSVCR100.dll missing error
   * MultiScatter.dlo failed to initialize.   * MultiScatter.dlo failed to initialize.
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  {{:multiscatter:msvcr100-dll-missing.png?nolink| MultiScatter MSVCR100.dll missing error}}  {{:multiscatter:msvcr100-dll-missing.png?nolink| MultiScatter MSVCR100.dll missing error}}
  
-** please make sure you have Microsoft Visual C++ 2010 Redistributable Package 32bit or 64bit installed**+** please make sure you have Microsoft Visual C++ 2010 Redistributable Package 32bit and 64bit installed**
  
-Microsoft Visual C++ 2010 Redistributable Package (x86)http://www.microsoft.com/en-gb/download/details.aspx?id=5555+Microsoft Visual C++ 2010 Redistributable Package (x86)https://www.microsoft.com/en-gb/download/details.aspx?id=5555
  
-Microsoft Visual C++ 2010 Redistributable Package (x64) http://www.microsoft.com/en-gb/download/details.aspx?id=14632+Microsoft Visual C++ 2010 Redistributable Package (x64) https://www.microsoft.com/en-gb/download/details.aspx?id=14632
  
  {{:multiscatter:check-redistributable.png?nolink| check redistributable}}  {{:multiscatter:check-redistributable.png?nolink| check redistributable}}
 +
 +
 +if it still doesn't help please check that you installed correct V-Ray version for your 3DS Max
 ===== Crashing ===== ===== Crashing =====
  
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 ==== Light Cache issue ==== ==== Light Cache issue ====
-Using Light Cache in exterior visualisation consumes lots of memory wherever you are using MultiScatter or not, and its just our very general recommendation not to use it for someone who doesn't understand the technology well and doesn't have lots of memory.+Light Cache is very fast algorithm, but there are some drawbacks. Light Cache needs much more RAM than other V-Ray GI algorithms. MultiScatter is tool for creating huge amount of geometries which also needs RAM. 
 +therefore there is a big chance to encounter problems (very slow rendering or crashing) when you use LC with MultiScatter.
  
 +So using Light Cache in exterior visualisation consumes lots of memory wherever you are using MultiScatter or not,
 +and its just our very general recommendation not to use it, unless you really know what you are doing and  have tons of memory.
 ==== Problems with materials ==== ==== Problems with materials ====
 when using V-Ray we strongly advise to use only materials designed for V-Ray when using V-Ray we strongly advise to use only materials designed for V-Ray
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 but when you multiply it thousands or millions times with MultiScatter this problem will just grow exponentially and instantly crush the system. but when you multiply it thousands or millions times with MultiScatter this problem will just grow exponentially and instantly crush the system.
 ==== Using groups ==== ==== Using groups ====
-Avoid using grouped objects for scattering and as a surface+Avoid using grouped objects for scattering and as a surface
 +MultiScatter support only geometries, but groups may include other non-supported objects 
 + 
 +**Group scattering is added from version 1.524**
 ===== Other errors ===== ===== Other errors =====
-Please make sure you download and install latest version from our [[http://forum.rendering.ru/viewforum.php?f=16|forum]]+Please make sure you download and install latest version from our [[https://forum.icube3d.com/viewforum.php?f=16|forum]]
 and confirm that update was successful by checking version number in **About** panel of MultiScatter. and confirm that update was successful by checking version number in **About** panel of MultiScatter.
  
- {{:multiscatter:about.png?nolink| MultiScatter check version}}+ {{:multiscatter:multiscatter-version-1209.PNG?nolink| MultiScatter check version}}
  
-if this have not solved the problem please contact us at mail@rendering.ru , by sending description of the problem together with+if this have not solved the problem please contact us at support@icube3d.com , by sending description of the problem together with
 the following information: the following information:
   * MultiScatter version (screenshot of About panel is required)   * MultiScatter version (screenshot of About panel is required)
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