Manual MultiScatter



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.

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.

The most exciting feature of MultiScatter is a quick generation of an array of objects right before rendering. Those very 500 000 objects are created in only 2 seconds before rendering. Another outstanding MultiScatter ability is uploading and downloading from VRayProxy memory if needed (as and when necessary). This allows the application of polygon models without missing productivity and capacity of RAM.

Animated objects support and animated VRayProxy support allows creating huge amounts of animated objects. Now with MultiScatter it is possible to create the whole forest of wind-shaken woods.

The support of 64-bit systems and multi core processing allows MultiScatter to create and render, for example, forest or even a city in a blink of an eye.

MultiScatter includes integrated procedure map/card - MultiScatterTexture. This card helps to create uncountable amount of various tones to gain a more realistic appearance of the scenes with huge number of similar objects. There can be, for example, different tones of leaves in a forest or various colours of cars at the parking area. MultiScatterTexture is able also to define different tones for the mixing materials, cards, etc.

MultiScatterTexture may be applied both to the MultiScatter objects and to any other objects at the scene

Main differences of MultiScatter in comparison to VrayScatter

MultiScatter includes all VrayScatter features such as:

  • Regular and random scattering of objects over any surface or along a spline.
  • Unique control system for regular scattering with UVW coordinates.
  • Full control including randomisation of all transformations and scattering by masks or values.
  • Control of scattering area by splines and full control of transformations of objects along the border
  • Collision control inside the single MultiScatter object or between multiple.
  • Scattering control relative to the camera.
  • Animation of parameters as well as scattering of animated objects.
  • Special textures for randomisation and control of object colour and creation of complex masks.
  • MultiScatter integrates these and many other features, and was created from scratch, allowing us to bring working with arrays to a new level.
The following additional features were added:
  • Support for Mental Ray (including MProxy)
  • Any geometry can be used for scattering (e.g VRayScatter can only use VrayProxy)
  • Unlimited number of different objects within one MultiScatter.
  • Probability texture allows clustering distribution of objects, controlling size of a cluster and density of its borders.
  • Multi-core processing support at all stages of workflow including viewport render.
  • Any object from the current scene can be chosen for scattering.
  • Materials, properties, transformations and animations remain interactively linked between objects within MultiScatter and all related objects within the scene.
  • Help Pictures will help new users to navigate through the interface; this can be switched on/off.
  • Revolutionised Viewport mode Points allows viewing of the objects’ geometry regardless of complexity and the quantity of objects in a scene.
  • Optionally MultiScatter can show wirecolor or diffused colour of objects’ materials.
  • Collisions inside a MultiScatter can be seen in a viewport.
  • A MultiScatter object can be converted into single geometry as well as copied across instances. This allows using MultiScatter as a modelling tool and other rendering engines can be used other than V-Ray and Mental Ray.
  • MultiScatter utility allows the control of huge numbers of MultiScatter objects.
  • MultiPainter object. This tool gives full control for object placement with a brush.
  • And many other new features.

System requirements

3ds Max versions: 2008, 2009, 2010, 2011, 1012, 2013 all 32 or 64 bit

3ds Max Design : all

If you use V-Ray : V-Ray 1.5 (RC5 -no animated proxy, SP1- SP6), V-Ray 2 SP1, V-Ray 2.2, V-Ray 2.3 - 32 or 64 bit

OS: Windows XP, Windows Vista, Windows 7, 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


Please make sure you downloaded latest version of the plug-in from our forum.

Users are provided with the same installation file for both Workstation and Render node


Workstation can be used only when license is properly installed, and provides access to all MultiScatter options.

If MultiScatter does not find license file it switches itself to Rendernode mode and only can render files created with MultiScatter Workstation

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

MultiScatter setup wizard

Don’t forget to quit 3ds max before you start the installation. (please check Task Manager too for any running instances of 3ds max)

MultiScatter license agreement

Read carefully the license agreement. If you accept it tick “I accept” and then press setup button;  if not, press "Cancel" button.

MultiScatter installation path

Choose 3ds max version you use.

3ds max version select

The setup wizard will automatically select destination folder for 3dsmax. Check the path where 3dsmax is installed and correct it if needed.


Start the MultiScatterRegistration32x.exe or MultiScatterRegistration64x.exe utility (for 32-bit or 64-bit systems accordingly)

Please make sure you always use the registration utility which is supplied with the particular version of MultiScatter

MultiScatter activation window

Choose the hard disk to be linked with the MultiScatter license (linking with external USB storage, Flash drives and network drives is not supported).

Press the «Get Your ID File» button and save *.id file on your hard disk under any name you like.

apply license key

Send this file to (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 attached. Save this file on your hard disk. Start 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, reinstallation 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 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.


To uninstall MultiScatter you can manually delete all files which have Multiscatter in the name from all folders in 3ds max directory and subdirectories

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. Rendernode version does not require registration.

Submission for network or distributed rendering should be done from the PC with the registered Workstation version of MultiScatter. The rest of render nodes involved in the network or distributed rendering do not need to be regestered

Each MultiScatter license comes with unlimited render nodes.

manual installation to render nodes:

install 1 machine with exe file then copy following files to rendernodes from that machine carefully:

and in 3ds max root directory :   
all files which have MultiScatter in their file name


MultiScatter creation

You can create MultiScatter within the panel
Create>Geometry>MultiScatter >MultiScatter

MultiScatter creation

If any object was selected during the creation, MultiScatter will automatically use the surface of the selected object for the distribution over it.

After the creation of MultiScatter it is necessary to switch to ‘Modify’ panel and select the objects for distribution at the scene. Press ‘+Teapot’ button before the selection. The selected objects will be used for distribution. The object matter of the distributed objects corresponds with that of the original ones.

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.

base param

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 also add the list of objects by pressing the ‘+list’ button

selecting objects

Selected objects can be removed from the list by pressing the ‘-teapot’ button.

Each of the objects has the following options:


Probability is the probability of the object’s distribution in regard to other MultiScatter objects

Mask is the probability mask. The brighter texture is the more probable this place is for the distribution of this type 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.

Mask contrast

Object color

Object color

This setting is described in the MultiScatterTexture section

Help pictures

interface help

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 collaps

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 many more objects than MultiPainter, and converting to MultiPainter may be impossible when trying to convert from MultiScatter with large amount of objects in it.

Selection of surface or spline

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.


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.

Properties of distribution by spline

Spline distribution options are available if spline is selected as the object for the distribution over it.

distribution by spline options

Thickness is the thickness of objects distribution in reference to spline (it is set in system measure units)

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.

Regular Pattern Settings

Distribution properties are common for distribution both by spline and surface.

Distribution properties

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 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.

Examples of different masks application


noise mask

Falloff towards the camera

Falloff towards the camera

Falloff towards object Z-axis

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.)

Vertex Paint

Regular Pattern Settings

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.

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 fixes at 1).


MultiScatter Pattern

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.

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.

Random Position Settings

Random Position Settings

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.

Border Spline

Border 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.

Distribution inside spline is sensitive to its direction. Use Inverse command in spline properties to change the direction of spline.

It is recommended to use border spline around the surface.

Border behaviour

Border behaviour

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.

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

Camera clipping

Use Camera Clipping activates object distribution depending on their distance from the camera

Distance sets the distance beyond which the objects will not be distributed.

Noise sets the distance beyond which the objects will not be distributed.

For static shots it is convenient to control density (Affect Density) epending 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

Objects scaling

Global that is the scale control of objects at all axial directions – XYZ - proportionally.

From and Toare to fix the variation limits of scale. If the scale should be equal for all objects, set these parameters equal to each other.

From = 100, To = 100.


From = 100, To = 300.


From = 300, To = 300.


Mask sets scaling of objects upon the texture. Black colour equals to zero scale, white colour leaves the scale unchanged.

Using of ‘Noise’ within the scale mask.


Here is an example of ‘falloff’ application in ‘distance blend’ mode within the scale mask


Min Scale sets the minimum scale of objects, which does not allow objects with less scale value to be represented. For example, it is required to fix appropriate minimum scale value for such objects as trees to prevent some of them from being presented smaller than bushes.

Local settings allow independent scaling of objects at each of the axes locally.

Objects Rotation



Constant settings make all objects rotate at the same angle.

X = 0, Y =0, Z = 0.


X = 45, Y = 0, Z = 0.


X = 0, Y = -45, Z = 0.



Random parameters set additional random rotation around each axis

X=60, Y=0, Z=0.


X=0, Y=60, Z=0.




X=60, Y=60,Z=360



Use Normal. If the objects should be oriented along the normal towards the surface, set this at 1.0. Different values of this setting and the respective results are presented below:

Use Normal = 0.0

rotation use normal

Use Normal = 0.5

rotation use normal

Use Normal = 1.0

rotation use normal

Use Normal = 4.0

rotation use normal

rotation use normal

Z Recovery – this setting makes the object rotate so that its Y axis get the same direction as its Z axis deflection – like it is shown in the picture below:

Z Recovery

Z Recovery

Mask. Rotation can be controlled by colour mask where each colour corresponds to its axial rotation. Red colour is responsible for X axial rotation, green colour is for Y axial rotation, and blue colour makes Z axial rotation. Colour value 0.0 equals to rotation of 180 degrees to one direction, colour value of 0.5 leaves the rotation state unchanged, colour value of 1.0 makes the rotation of 180 degrees to another direction. If some axial rotation is not needed just untick respected axis in the settings window.

The use of various textures within the rotation mask

Coloured Noise

Coloured Noise

Gradient Ramp

Gradient Ramp

Rotation of objects upon animated texture can be used for creation of wind effect. In this case swinging range can be controlled by Map Intensity setting.

animated texture

Movement with relation to the initial position.


These parameters are applied in case of necessity of spatial spread of proxies. First column sets starting range of object displacement within the axial direction of the coordinates, second column sets the final range of displacement.

Below example presents Z-axis direction variation from -3000 to 5000.

movement variations


rotation use normal

In case of creating some reasonably big objects, such as trees, any crossing of objects is not allowed. Use collisions to prevent the objects from crossover. Collision checking is based upon the creation of virtual sphere around each object and further distribution of objects with regard to crossing 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.

Tick on the Generate Collision and Receive Collision options. Set the ‘Height’ value at 0.0.

The radius of collisions default value is equal to 100% - that is corresponds to the object size.

The result after rendering will be as below:


Let’s add one more object type of smaller size.


In case the distance between the bigger objects is preferable to be kept, but the smaller objects are desirable to be moved closer to the bigger ones, the collision spheres of the bigger objects may be placed a bit higher so that the smaller objects may be placed closer to them. Set the Height for the bigger objects equal to the half of the radius value or a bit higher


Penetration sets the blur of the collisions border areas.

Collision object

Collision object

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.



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.

Animation section controls animated VrayProxies and objects. Animation of mrProxy is not implemented at the moment.

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.

Samples = 1

Animation samples

Samples = 10

Animation samples

Offset lets set animation time shift within the limits of From and To

The same setting can be also fixed within mask with aid of Mask option.

In this mask white colour corresponds to the From setting and black color corresponds to the To setting.



User can specify the number of displayed objects by Max setting. You should be careful not to set the maximum value to avoid MultiScatter preview slowdown at view ports.

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).

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).

Dummy Size – sets the size of MultiScatter Gizmo at view port.

MultiPainter object

To create MultiPainter go to Create>Geometry> MultiScatter > MultiPainter

MultiPainter object creation

If any object was selected during the creation, MultiPainter will automatically use the surface of the selected object for the distribution over it.

After the creation of MultiPainter it is necessary to switch to ‘Modify’ panel and select the objects for distribution at the scene by drawing. Press ‘+Teapot’ button before the selection. The selected objects will be used for distribution. The object matter of the distributed objects corresponds with that of the original ones. 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.


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 also add the list of objects by pressing the ‘+list’

MultiPainter select

Selected objects can be removed from the list by pressing the ‘-teapot’ button.

Each of the objects has the following options:


Probability – is the probability of the object’s distribution in regard to other MultiPainter objects.

Collision Rate - Defines the possibility for objects intersection. If set to 0 - an object can be completely inside the other, at 100 - the objects do not intersect.

MultiPainter selection

MultiPainter has the ability to manipulate (move, rotate, scale, copy) objects it contains. To do this, go to the sub-object level.

MultiPainter sub-object level

After that, you can select objects with the mouse and manipulate them just like regular objects in 3ds max.

When you are in sub object, menu Selection – becomes available.

MultiPainter selection

Select by list - highlights all sub-objects selected in the Scatter Objects list

Hide Selected - hides selected sub objects from the viewport

Hide Unselected - hides from the viewport not selected sub objects.

Unhide All - unhide all sub-objects.

MultiPainter Collapse to Single Mesh

Collapse to Single Mesh button converts MultiPainter into Editable Mesh.

Placement of objects with a brush

MultiPainter Placement of objects with a brush

Radius – brush size

Softness - the softness of edges of the brush

Intensity – the intensity, the density of the arrangement (depending on the settings of collisions)

Paint – turns on drawing mode

Erase - turns on erase mode

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.



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 MultiPainterfrom MultiScatter All changes you make in these settings will affect the next "Drawing with a brush" session.

Rotate scale and animate Surfaces

Preview is similar to the menu Preview of MultiScatter, but has a different display mode CrossIn this mode, all objects are displayed as three-dimensional crosses.


Application of MultiScatterTexture

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.


Texture plate consists of 8 colours and each colour has tones. Final colour comes as the result of random mix of initial colours according to the established proportion. Change of seed value leads to the appearance of new random colour scheme.

Mix Contrast provides quick contrast control of the resulting colour scheme.

Let’s return to the Color setting of MultiScatter properties:

Object colour

Suppose you have got a bird eye view photograph of a valley, or the one obtained by means of air-photography. And now you would like your 3D valley to be alike this photo in the matter of colouring. Then, create a texture out of this photo. Set an appropriate textural mapping for your surface carrying the growing grass. Place the prepared valley texture in the Color section of the scatter settings. It is not necessary to set this texture for the surface itself. Apply MultiScatterTexture with the checkmark of the Use Obj. Color option for the grass texture processing. As a result the multiplied grass objects will be coloured in valley texture imitation.

texture imitation

In case the additional variation of texture with random deviation is necessary you just need to checkmark the Mix with Color option. In this case you should better use colours of the grey scale which will not vary the initial texture greatly; otherwise the resulting colours may appear too saturated.

Mix Value provides the intensity control of the object’s colour mix with the colours set in MultiScatterTexture option

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.

Application of MultiScatterMask

Imagine that you need to distribute objects upon the check board placing them only at the peaks of surface texture and omitting distribution upon the slopes. You need also to exclude several areas according to the predefined procedure map.


Imagine that you need to distribute objects upon the check board placing them only at the peaks of surface texture and omitting distribution upon the slopes. You need also to exclude several areas according to the predefined procedure map.

MultiScatterMask parameters

This texture allows combination of several masks by means of their multiplication.

MultiScatters management utility

You can run this utility from the panel: Utilities>More...> MultiScatterTools

MultiScatters  management utility

In the upper part there is a window with the list of all MultiScatter objects at the scene.

Green circle next to the object name means that the object is active, so it is presented at viewport and while rendering. Grey circle means that this object is not active, so it is not presented at viewport and while rendering.

Use the mouse left button to select MultiScatter objects. Use the combination of Shift and Ctrl keys to select several objects at once.

Select All selects all MultiScatter objects at the scene.

Deselect All cancels the selection of all MultiScatter objects at the scene.

Turn Off Selected Scatters deactivates/turns off the selected objects.

Turn On Selected Scatters activates/turns on the selected objects.

Generate Objects converts selected MultiScatter objects into arrays of instance objects. This allows the application of the generated objects with any render engine different from V-ray and Mental Ray.

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.

License errors

License errors

In case of license malfunction and errors (which can be caused by disk reformatting, reinstallation 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

However, in case of total replacement of a PC by a new one new license is not provided more often than once in half a year.

Installation error

Installation errors

make sure 3ds max is not running, (please double check in task manager too)

make sure you are installing with administrator rights (in windows 7 right click "run as administrator" even if you are logged in as admin)

make sure you choose right path for you 3ds max version

Other errors

Make sure you have Microsoft Visual C++ 2010 Redistributable Package installed on workstation and all render nodes