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en:multiscatter [2020/06/17 11:10]
anvar [Preview]
en:multiscatter [2020/09/09 11:29]
anvar [System requirements]
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 ===== System requirements ===== ===== System requirements =====
 **MultiScatter 1.097 and later:**\\ **MultiScatter 1.097 and later:**\\
-3ds Max versions: 2015, 2016, 2017, 2018, 2019, 2020\\ +3ds Max versions: 2015, 2016, 2017, 2018, 2019, 2020, 2021\\ 
-If you use V-Ray, versions: 3.6, 4.x (Next)\\+If you use V-Ray, versions: 3.6, 4.x (Next), 5\\
 OS: Windows 7, 8, 10 OS: Windows 7, 8, 10
  
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 ===== Samples Parameters ===== ===== Samples Parameters =====
 +
 + {{:multiscatter:83-msc-samples-param.png?nolink| Sample Parameters}}
  
 **Scatter Objects** - list of objects to multiply **Scatter Objects** - list of objects to multiply
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 **Object Colour** - This setting is described in the MultiScatterTexture section **Object Colour** - This setting is described in the MultiScatterTexture section
 +
 +**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 ==== ==== Examples of different masks application ====
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 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. 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.
  
-**Keep Order** - For spline only +**Keep Order** - For spline only, to keep order of objects as they are listed, [[https://rendering.ru/media/manual/MultiScatter/images/abcd.jpg|screenshot]]
 ===== Border Spline ===== ===== Border Spline =====
  
- {{:multiscatter:261-msc-border-spline.png?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.
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 It is recommended to use border spline around the surface. It is recommended to use border spline around the surface.
  
-**Render Time Clipping** - V-Ray only+**Render Time Clipping** - directly works with V-Ray only, for Corona use additional MultiScatterBorderTexture as opacity map
  
 +**Clipping mode** you can choose Lower Strand Vertex or Exact (shade point)
 ===== Border Behaviour ===== ===== Border Behaviour =====
  
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 ===== Collision ===== ===== Collision =====
- {{:multiscatter:550-msc-collisions.gif?nolink| Collisions settings}}+ {{:multiscatter:551-msc-collisions.png?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.+**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:601-msc-animation.png?nolink| Animation Settings}}
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