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en:multiscatter [2020/02/12 12:10]
anvar [System requirements]
en:multiscatter [2020/07/28 16:51] (current)
anvar [Regular Pattern Settings]
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 3ds Max versions: 2015, 2016, 2017, 2018, 2019, 2020\\ 3ds Max versions: 2015, 2016, 2017, 2018, 2019, 2020\\
 If you use V-Ray, versions: 3.6, 4.x (Next)\\ If you use V-Ray, versions: 3.6, 4.x (Next)\\
-OS: Windows 7, 8, 10 all 32 and 64 bit \\+OS: Windows 7, 8, 10
  
 **MultiScatter 1.3.x.x, 1.052 - 1.093 :**\\ **MultiScatter 1.3.x.x, 1.052 - 1.093 :**\\
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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 and V-Ray version or select "​none"​.+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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 ===== Update ===== ===== Update =====
  
-You can always find latest version at our [[http://​forum.rendering.ru/​viewforum.php?​f=16|forum]] (login is not required for download)+You can always find latest version at our [[https://​forum.rendering.ru/​viewforum.php?​f=16|forum]] (login is not required for download)
  
 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. 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.
  
-in case of problems it will prompt you to update activation ​it on first run. +in case of problems it will prompt you to update activation on first run.
-====== Getting started ======+
  
-===== 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:​101-msc-creation.png?​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
  
-**Keep Object ID / Override ID ** - use material ID from object ​or setup your own+**Seed** - that is the option setting random ​object ​distribution. Any changes in this option lead to a new random redistribution of objects.
  
-**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.+**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.
  
- ​{{:​multiscatter:​110-msc-mask-contrast.jpg?​nolink| Mask contrast}}+**Max Preview** – the number of objects to show in viewport
  
-**Object colour**+===== Samples Parameters =====
  
- ​{{:​multiscatter:​120-msc-color.gif?​nolink| ​Object colour}}+ ​{{:​multiscatter:​83-msc-samples-param.png?​nolink| ​Sample Parameters}}
  
-This setting is described in the MultiScatterTexture section+**Scatter Objects** - list of objects to multiply
  
-**Help pictures**+**Probability** - is the probability of the object’s distribution in regard to other MultiScatter objects
  
- ​{{:​multiscatter:​130-msc-help-pictures.jpg?nolink| Help pictures}}+**Mask** ​is the probability mask. The brighter texture is the more probable this place is for the distribution of this type of objects
  
-**Show/Hide Help Pictures** button activates/​deactivates helping pictures for MultiScatter interface.+**Keep Object ID Override ID** - use material ID from object or setup your own
  
-**Reset All Settings to Default** button restores all MultiScatter settings ​to the default values.+**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.
  
-**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:​110-msc-mask-contrast.jpg?​nolink| Mask contrast}} 
 +  
 +**Object Colour** - This setting is described in the MultiScatterTexture section
  
- ​{{:​multiscatter:​140-msc-warning.gif?nolink| Warning}}+**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 ====
  
-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.+**Noise**
  
-**Select All Dependences** selects all objects in the scene used in MultiScatter (objects, surfaces, splines and border splines)+ ​{{:​multiscatter:​190-msc-distribution-noise.jpg?​nolink| Noise mask}}
  
-**Convert to MultiPainter** converts to MultiPainter+Falloff towards the camera
  
-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.+ ​{{:​multiscatter:​200-msc-distribution-fallof.jpg?nolink| Falloff towards the camera}}
  
-===== Selection of surface or spline ===== +Falloff towards ​object ​Z-axis
-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}}+ ​{{:​multiscatter:​210-msc-distribution-fallofz.jpg?​nolink| ​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.+**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.)
  
-===== Properties of distribution ​by spline ===== + ​{{:​multiscatter:​220-msc-distribution-vertexp.jpg?nolink| Vertex Paint}}
-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}}+===== Distribution ​Parameters =====
  
-**Thickness** is the thickness of objects distribution ​in reference ​to spline (it is set in system measure units)+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.
  
-**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**.+ ​{{:​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 generationTry to crop surface so that it will contain less black coloured areas
  
- ​{{:​multiscatter:​170-msc-spline-options2.jpg?nolink| Regular pattern settings}}+**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.
  
-**Distribution properties are common for distribution both by spline and surface.**+**Tolerance** - it sets the objects scattering range beyond the borders of the selected coloured area when the colour mask is applied.
  
- ​{{:​multiscatter:​180-msc-common-options.gif?​nolink| Regular pattern settings}} +**Spline Width** - is the thickness ​of objects distribution ​in reference ​to spline (it is set in system measure units)
- +
-**Seed** - that is the option setting random object distribution. Any changes in this option lead to a new random redistribution ​of objects+
- +
-**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://​rendering.ru/​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:​631-msc-preview.png?​nolink| Preview settings}}+ ​{{:​multiscatter:​281-msc-camera-adaptation.png?​nolink| Camera Adaptation Settings}} 
 + 
 +**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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 **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.
  
-===== MAXScript functions ===== +===== Surfaces =====
-getMultiPainterInstanceCount -- return current instance count for MultiPainter. +
- +
-getMultiPainterInstanceTM -- return instance TM as for Instace in MultiPainter. +
- +
-setMultiPainterInstanceTM -- set instance TM for Instace in MultiPainter. +
-====== 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. 
 + 
 +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. 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.
  
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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 ======
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