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en:vrayscatter-maya [2017/12/19 12:11] anvar [System Requirements] |
en:vrayscatter-maya [2020/01/24 13:24] anvar [Installation On Linux] |
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__Operating system: | __Operating system: | ||
* **Windows** | * **Windows** | ||
- | * **Mac OS X** (for Mac users: please contact us before purchasing) | + | * **Mac OS X** |
* **Linux** | * **Linux** | ||
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Please, make sure that you've downloaded the latest version of the plug-in from our [[http:// | Please, make sure that you've downloaded the latest version of the plug-in from our [[http:// | ||
- | |||
- | Here is an example file structure of the **VRayScatter For Maya** for Linux / Mac OS X archive: | ||
- | * **plugins** – plugins: | ||
- | * **workstation** – artist workstation | ||
- | * **batch** – for batch render nodes | ||
- | * **shaders** – description files for V-Ray shaders | ||
- | * **ui** – UI files for Maya | ||
- | * **tools** – registration tools | ||
- | |||
=====Installation On Linux===== | =====Installation On Linux===== | ||
Please, make sure that you've downloaded the latest version of the plug-in from our [[http:// | Please, make sure that you've downloaded the latest version of the plug-in from our [[http:// | ||
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- | Select you Maya/V-Ray versions | + | Select you Maya/V-Ray versions, files will be copied to the following folders according to your setup, e.g: |
< | < | ||
- | # cp plugins/ | + | Maya module path |
- | # cp plugins/ | + | Maya module plugin path / |
</ | </ | ||
- | Install the Maya UI files: | ||
- | < | ||
- | # cp ui/ | ||
- | # cp ui/ | ||
- | # cp ui/ | ||
- | # cp ui/ | ||
- | # cp ui/ | ||
- | </ | ||
- | |||
- | Install the V-Ray texture description file: | ||
- | < | ||
- | # cp shaders/ | ||
- | </ | ||
**NOTE**: | **NOTE**: | ||
* Change the installation paths depending on your setup | * Change the installation paths depending on your setup | ||
- | * # - means that command should be executed with root permissions | + | * Change .mod file according to your setup |
+ | * command should be executed with root permissions | ||
===== Installation On Linux Batch Render Nodes ===== | ===== Installation On Linux Batch Render Nodes ===== | ||
- | Change directory | + | run installer and extract files according |
- | < | + | |
- | $ sudo -i | + | |
- | # cd ~/ | + | |
- | </ | + | |
- | Select you Maya/V-Ray versions and copy the plugins: | + | then copy 3 files to appropriate directories , e.g: |
< | < | ||
- | # cp plugins/ | + | / |
- | # cp plugins/ | + | / |
- | </ | + | / |
- | + | ||
- | Install the V-Ray texture description file: | + | |
- | < | + | |
- | # cp shaders/ | + | |
</ | </ | ||
===== Installation On Linux DR Nodes ===== | ===== Installation On Linux DR Nodes ===== | ||
- | For V-Ray " | + | For V-Ray " |
< | < | ||
$ sudo -i | $ sudo -i | ||
- | # cd ~/ | + | # cd ~/ |
- | # cp libvray_VRayScatter.so / | + | # cp vray_VRayScatter.dll / |
</ | </ | ||
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===== User Interface ===== | ===== User Interface ===== | ||
- | | + | |
- Select objects to distribute (Mesh or VRayProxy) then select VRayScatter and press Add in «Scatter Objects» rollout. This will connect objects to the “scatterObject” attribute. | - Select objects to distribute (Mesh or VRayProxy) then select VRayScatter and press Add in «Scatter Objects» rollout. This will connect objects to the “scatterObject” attribute. | ||
- If you have added multiple objects tweak the Probability parameter to make all objects visible or use menu Tools -> “Auto Probability”. | - If you have added multiple objects tweak the Probability parameter to make all objects visible or use menu Tools -> “Auto Probability”. | ||
===== Parameters Description ===== | ===== Parameters Description ===== | ||
- | **Scatter Objects rollout** | + | ==== Scatter Objects rollout |
+ | | ||
* Scatter Objects – list of scattered objects. | * Scatter Objects – list of scattered objects. | ||
- | * Draw Color – object' | + | * Color – object' |
+ | * Scale - | ||
* Probability – probability of the object' | * Probability – probability of the object' | ||
* Radius – radius of the collision sphere for the collision solving. Default value is 100% - that corresponds to the object size. | * Radius – radius of the collision sphere for the collision solving. Default value is 100% - that corresponds to the object size. | ||
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* Penetration – sets the blur of the collisions border areas. | * Penetration – sets the blur of the collisions border areas. | ||
* Mask color variance – threshold for colorful mask. | * Mask color variance – threshold for colorful mask. | ||
- | * Hide From Render – hide original object from render. | + | * Hide From Render – hide original object from render. |
+ | * Apply Offset | ||
+ | * Apply Geometry Transform | ||
+ | |||
+ | ==== Distribution ==== | ||
+ | | ||
- | **Distribution** | ||
* Seed – initial random seed. | * Seed – initial random seed. | ||
* Amount – render objects amount. | * Amount – render objects amount. | ||
- | * Preview – preview objects amount. | + | * Preview – preview objects amount. |
- | * Instancing type: | + | * UV Set - |
- | * Intance | + | |
- | * Node - use this type for smaller object amounts (< 100,000) and if you need to scatter displaced or smoothed geometry. This type also provides motion blur when using animated VRayProxy and compatible with VRay RT. | + | |
* Use Mask – use distribution mask texture. | * Use Mask – use distribution mask texture. | ||
* Colorful - use colorful mask; this will place objects by the texture using object "Draw Color" | * Colorful - use colorful mask; this will place objects by the texture using object "Draw Color" | ||
- | * Texture – distribution mask texture. This could be any Maya texture. | + | |
+ | * Texture | ||
+ | * Color Set | ||
+ | * Both | ||
+ | | ||
+ | * Color Set - | ||
* Solve Collisions – solve scatter objects collisions. | * Solve Collisions – solve scatter objects collisions. | ||
- | **Pattern** | + | ==== Pattern |
+ | | ||
* Type – pattern type | * Type – pattern type | ||
* Random | * Random | ||
- | | + | * Pattern 1 - Pattern distribution uses UV-mapping to work, thus object must have proper UV-coordinates. |
- | * Pattern - Pattern distribution uses UV-mapping to work, thus object must have proper UV-coordinates. | + | * Pattern 2 |
- | * Lock Offsets – when this option is enabled you will to control both U and V offsets simultaneously. | + | * Pattern 3 |
- | | + | * Random Sticked |
- | * V Offset – V offset. | + | |
+ | * Count | ||
+ | * Per Square | ||
+ | | ||
+ | | ||
+ | * V Offset – V offset. | ||
+ | |||
+ | ==== Rotation==== | ||
+ | | ||
- | **Rotation** | ||
* Use – quick control to enable/ | * Use – quick control to enable/ | ||
+ | * Look At | ||
+ | * Attach | ||
+ | * Mode: Rotate or Track | ||
+ | * X, Z, Y | ||
+ | * Align To Face | ||
* Align To Normal – align object to surface normal. | * Align To Normal – align object to surface normal. | ||
* Constant – constant rotation (for each axis). | * Constant – constant rotation (for each axis). | ||
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* Texture contrast – quick control of texture contrast. | * Texture contrast – quick control of texture contrast. | ||
- | **Scale** | + | ==== Scale==== |
+ | | ||
* Use – quick control to enable/ | * Use – quick control to enable/ | ||
* Global From/To – global minimum/ | * Global From/To – global minimum/ | ||
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* Max Scale – maximum scale that corresponds to the 1.0 color value. | * Max Scale – maximum scale that corresponds to the 1.0 color value. | ||
- | **Offset** | + | ==== Offset |
+ | | ||
* Use – quick control to enable/ | * Use – quick control to enable/ | ||
* Along Normal – offset objects along surface normal. | * Along Normal – offset objects along surface normal. | ||
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* Max Offset – maximum offset that corresponds to the 1.0 color value. | * Max Offset – maximum offset that corresponds to the 1.0 color value. | ||
- | **Distance to surface borders** | + | ==== Mirror ==== |
+ | | ||
+ | |||
+ | ==== Distance to surface borders | ||
+ | | ||
* Use – quick control to enable/ | * Use – quick control to enable/ | ||
- | * Distance – maximum distance from object to surface border in which object parameters will be affected. Actual control parameter | + | * Distance – maximum distance from object to surface border in which object parameters will be affected. Actual control parameter |
+ | * Affect Density | ||
+ | * Affect Scale | ||
+ | * Border Density Ramp | ||
+ | * Selected Position | ||
+ | * Selected Value | ||
+ | * Interpolation - None, Linear, Smooth, Spline | ||
+ | * Border Scale Ramp | ||
+ | * Selected position | ||
+ | * Selected Value | ||
+ | * Interpolation - None, Linear, Smooth, Spline | ||
+ | |||
+ | ==== Distance to curve ==== | ||
+ | | ||
- | **Distance to curve borders** | ||
* Use – quick control to enable/ | * Use – quick control to enable/ | ||
* Distance – maximum distance from object to curve in which object parameters will be affected. Actual control parameter behavior could be defined using Density and Scale ramps. | * Distance – maximum distance from object to curve in which object parameters will be affected. Actual control parameter behavior could be defined using Density and Scale ramps. | ||
- | * Attach | + | * Affect Density |
+ | * Affect Scale | ||
+ | * Border | ||
+ | * Curve Border Density Ramp | ||
+ | *Selected position | ||
+ | *Selected Value | ||
+ | *Interpolation - None, Linear, Smooth, Spline | ||
+ | * Curve Border Scale Ramp | ||
+ | *Selected position | ||
+ | *Selected Value | ||
+ | *Interpolation - None, Linear, Smooth, Spline | ||
+ | ==== Mask curve ==== | ||
+ | | ||
- | **Mask curve** | ||
* Use – quick control to enable/ | * Use – quick control to enable/ | ||
- | * Inverse – inverse mask curve behavior. | + | * Inverse – inverse mask curve behaviour. |
- | * Attach | + | * Projection Plane |
+ | * Render-Time Clipping | ||
+ | * Mask Curve Attach | ||
+ | |||
+ | ==== Camera ==== | ||
+ | | ||
- | **Camera** | ||
* Use – quick control to enable/ | * Use – quick control to enable/ | ||
* Use FOV – limits rendered objects to only that are seen from camera field of view. Could save some RAM. | * Use FOV – limits rendered objects to only that are seen from camera field of view. Could save some RAM. | ||
- | * Distance – distance from camera. | + | |
+ | | ||
+ | * Distance Near | ||
* Affect Density – limits objects visibility to distance. | * Affect Density – limits objects visibility to distance. | ||
- | * Attach | + | * Camera |
+ | |||
+ | ==== Render ==== | ||
+ | | ||
- | **Render** | ||
* Use Light Linker - this feature will transfer Light Linker setup from objects used in scatter to instanced objects. | * Use Light Linker - this feature will transfer Light Linker setup from objects used in scatter to instanced objects. | ||
- | * Use Tint Texture - check [[vrayscatter-maya# | + | * Use Hair |
- | * Replace Color - this will replace the color with Tint Texture color, otherwise it will be mixed. | + | * Use Subdivision / Displacement |
- | * Type - mix type. | + | * Preview in Viewport |
- | * Amount - mix amount. | + | * Tint Texture - check [[vrayscatter-maya# |
- | * Tint Texture - color variance control texture. | + | * Use Render Stats |
- | * Use Render Stats - this feature allows to setup render stats options | + | * Visibility |
+ | * Cast Shadows | ||
+ | * Visible To Camera | ||
+ | * Visible To Reflections | ||
+ | * Visible To Refractions | ||
+ | * Visible To GI | ||
+ | * Render ID Mode | ||
+ | * No ID | ||
+ | * Instance Render ID | ||
+ | * Unique Per Scatter | ||
+ | * Unique Per Instance | ||
+ | * Object ID Mode | ||
+ | * Custom Object ID | ||
+ | * Instance Object ID | ||
+ | * Instance / Proxy Object ID | ||
+ | * Object ID | ||
+ | * Motion Blur | ||
+ | * No Motion Blur | ||
+ | * Motion Blur and Velocity Channel | ||
+ | * Velocity Channel Only | ||
- | **VRayProxy Animation** | + | ==== VRayProxy Animation |
+ | | ||
This feature works only when scattering VRayProxy and allows to assign different frame offset. | This feature works only when scattering VRayProxy and allows to assign different frame offset. | ||
- | * Use – quick control to enable/ | + | * Generate Random Offsets |
* Offset From/To – From/To frame offset. Actual frame offset is a random value between From and To. | * Offset From/To – From/To frame offset. Actual frame offset is a random value between From and To. | ||
+ | * Max. Difference Offset Random | ||
* Use Offset Texture - use texture to drive frame offset; black = " | * Use Offset Texture - use texture to drive frame offset; black = " | ||
+ | * Animation Offset Texture | ||
+ | |||
+ | ==== Viewport ==== | ||
+ | | ||
- | **Viewport** | + | |
- | | + | * None |
+ | * Point | ||
+ | * Box | ||
+ | * Mesh Preview | ||
+ | * Draw Alpha | ||
+ | * Draw Point Size | ||
* Logo color - color for the locator logo and bounding box. | * Logo color - color for the locator logo and bounding box. | ||
* Logo size – locator logo size. | * Logo size – locator logo size. | ||
- | **Bake** | + | ==== Bake ==== |
+ | | ||
- | This feature allows to " | + | This feature allows to " |
+ | * Bake Mode | ||
+ | * Preview | ||
+ | * Render | ||
* Bake Type | * Bake Type | ||
* Instance - new objects will be linked with one geometry. | * Instance - new objects will be linked with one geometry. | ||
- | * Cope - geometry data will also be duplicated. | + | * Copy - geometry data will also be duplicated. |
+ | * Duplicate Input Connection | ||
+ | * Group | ||
+ | ==== Textures ==== | ||
+ | | ||
===== VRayScatter Texture ===== | ===== VRayScatter Texture ===== | ||