- Getting started
- VRayScatter parameters
VRayScatter is the additional plug-in for VRay. With the aid of VRayScatter it is possible to generate huge amount of objects in array easy and quickly. It’s hard to work with scenes with huge amount of objects created with 3dmax. Those files took a lot of space on HDD and a lot of time to up and down load.
VRayScatter was created to solve the problems of space and speed. For example, a scene containing 500 000 identical objects created with 3dmax 2008 takes 1400 Mb on HDD. And if it is created with VRayScatter and containing the same 500 000 objects it takes 250 Kb. The most exiting ability of VRayScatter is quick rendertime generation of objects with optimized RAM management. Those 500 000 objects are created in 2 seconds. Another outstanding VRayScatter ability is to up and download from VRayProxy memory when needed (as and when necessary). This allows to use high polygon models without lossing effectiveness, productivity and capacity of RAM.
Animated VRayProxy support let to create huge amount of animated objects. Now with VRayScatter it is possible to create for example a forest of wind-shaken woods.The support of 64-bit systems let VRayScatter creates huge amount of objects in array (forest or even a city) in a blink of an eye. VRayScatter consists of integrated map/card VRayScatterTexture.VRayScatterTexture lets to create uncountable amount of tones which help gain more realistic effect of the scene with huge number of the similar objects, for example different tones of leaves in a forest or different colors of cars in a parking. VRayScatterTexture also able to define different tones for mixing materials, cards etc. VRayScatterTexture may be applying both to the VRayScatter objects and to any other objects at the scene.
Please make sure you downloaded latest version of the plug-in from our forum.
Users are supplied with the following files:
VRayScatter_WS.exe - workstation
VRayScatter_RS.exe – rendernode
Workstation can be used only when license is properly installed, and provides access to all VRayScatter options.
Rendering is available both locally and over network.
To install the program you need to run the VRayScatter.exe with the administrator rights.
Don’t forget to quit 3ds max before you start the installation.
Read carefully the license agreement. If you accept it tick “I accept” and then press setup button; if not, press "Cancel" button.
The installation program automatically select destination folder of 3ds max. Check that the path is correct and correct it if needed. If you don’t want to install some of 3dsmax versions just unmark the corresponding checkmarks. To install the software press Setup.
Start the VRayScatterRegistration32x.exe or VRayScatterRegistration64x.exe (for 32 bit or 64 bit system) utility.
Please make sure you always use the registration utility which is supplied with the particular version of VrayScatter
Choose the hard disk to be linked with the VrayScatter license (linking with USB and Flash disks is inadmissible).
This will generate YourComputerName.id file.
You need to send this file to firstname.lastname@example.org (or your reseller) and receive YourComputerName.key file from us (or your reseller). Please attach copy of you receipt to avoid any delays in communication.
Start VRayScatter Registration and press "Apply Key File" button (browse YourComputerName.key file).
Licensing done and you can use VRayScatter.
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 email@example.com. Please attach copy of you receipt to avoid any delays in communication.
However, in case of total replacement of a PC new license is not provided more often than once in half a year.
Please send your ID files from the email address you used to register at Share-it.
Otherwise please attach you receipt to avoid any delays in communication.
Your Key file will be send to you within 24 hours (usually within a couple of hours)
UninstallTo uninstall VRayScatter delete VRayScatter.dlo from the folder pluginsvrayplugins of 3dsmax folder.
Installing for network or distributed rendering
For network rendering just install VRayScatter_RS.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 VRayScatter. The rest of render nodes involved in the network or distributed rendering can have only Rendernode versions of VRayscatter installed.
Each VRayScatter license comes with unlimited render nodes.
You can create VRayScatter within the panel Create>Geometry>VRay>VRayScatter
If any objects was selected during the creation, VRayScatter will automatically use the surface of selected object to distribution over it.
After the creation of the VRayScatter the path to VRayProxy should be selected.
To select the path to VRayProxy press “…” and select the path to proxy file which would be distributed over the surface.
Or copy the path to VRayProxy to browser string "Proxy File".
In Preview section select the Auto Update option.
If the objects appear to be of inappropriate size, their scale is to be fixed in Scale section.
Render current result applying Vray as the main renderer.
This setting is described in VRayScatterTexture section
Selection of surface or splineTo define surface or spline for VRayProxy objects distribution create VRayScatter when the object for distribution over its surface or spline is selected.
When VRayScatter was created You can select the surface by pressing “Surface/Spline”.
Created proxies often appear to possess no centering and even no Z-axis direction. In such a case you can select the Move pivot to center option and select the axis for appropriate orientation of proxy.
Distribution by surfa?e or spline
Surface – that is the selection of surface or spline where proxy objects will be multiplied. Only one surface or spline can be chosen. If the proxies are needed to be reproduced upon several surfaces, the last should be attached into one mesh or single spline.
Count – that is the number of objects upon reproduction. It fixes the maximum number of objects before considering any mask and collision applications. The resulting number of objects after applications can be less than the set value.
Seed – that is the option setting random proxy distribution. Any variation of this option leads to a new random redistribution of proxies upon the surface.
Mask – that is distribution mask. Proxies will not be reproduced on black colored surface. On white surface the density of objects will remain unchanged.
You can use Mesh and Spine as a surface.
Main distribution option is a number of objects. It can be set by Count Parameter. The randomness of distribution can be controlled with Seed. If you need to distribute only over certain part of a surface, you can use texture mask (Mask) for uneven distribution according to the texture. Black colour represents zero density and white is 100% density.
In VRayScatter there are 2 types of object distribution – random and regular. To switch between them use either Use Random Position or Use Regular Pattern.
Regular distribution requires a presence of UWV Mapping. You can control regular distribution with UWV Mapping as usual texture. Once Use Regular Pattern is selected you can get access to related options. Density can be controlled with Scale Mult. To change type of regular distribution there are option Square (square grid), Triangle (triangular grid) and Hexagon (hexagonal grid).You can add small randomness to regular distribution by using Rnd Shift With the default settings texture coordinates will set only location of objects but not their scale and rotation. By turning on option Affect Transform you can set rotation to UWV Mapping. For example rotating UWV Mapping Gizmo, the objects will be rotating the same way following texture rotation. If you also need to control the scale, turn on Affect Scale. With this option the scale of objects can be suddenly changed, for correction use XY Scale and Z Scale if necessary.
If Spline is selected as path for distribution you will get access to related options:
When using spline you can set width as well as perpendicular and parallel distance between objects if you use regular distribution.
Examples of different masks application:
falloff to camera
falloff to object Z
Vertex Paint (Important note! Use other textural channels - for example the 2nd - for keeping color parameters since the Vertex Color channel is not applicable due to certain peculiarities of scatter creating algorithms.)
You can use several projection axis’s of a spline on a surface. For example if your have a horizontal surface (e.g wall) you can use X or Y axis depending on orientation of a surface. The axis must be perpendicular to that surface. If it’s a complicated curved surface and is not flat, use Face projection. Distribution inside a spline is sensitive to its direction. To change the direction of the spline use “inverse” command in spline properties. Its recommended to use border spline around the surface.
As a border you can use sides of a surface (Use Surface Border) and border spline (Use Spline Border). You can control distribution at the borders by density (Affect Density), scale (Affect Scale) and rotation (Affect Rotate). The depth of impact is set by Distance. With curves you can control several types of impact of a border by distance from a border. The left part of a curve sets behaviour close to a border. The right part of the curve sets behaviour in a Distance of an object from the border.
For static shots it is convenient to control the density (Affect Density) depending on distance from the camera. It does not suite animations though; objects will be appearing suddenly in front of the camera. You can use Affect Scale instead. It is also not recommended to use Collision together with Camera Clipping.
Objects size and scale by mask
Global – that is the scale management of proxy at all axial direction – XYZ – proportionally. From and To are to fix the variation limits of scale. If the scale should be equal for all proxies, 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 color equals to zero scale, white color leaves the scale unchanged. Using of Noise within the scale mask
Here is an example of Falloff in Distance blend mode within the scale mask.
The above example is workable for animation process. Proxies will grow up in front of the camera without being noticed – imperceptibly. This is suitable to be applied, for example, for grass creation. The grass will grow only around the camera view where it can be well seen, and it will disappear if situated far from the camera view where standard grass texture can easily be applied. Min Scale sets the minimum scale value of proxy, which does not allow proxies 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 proxies at each of the axes locally.
Constant settings make all proxies rotate at the same angle
X = 0, Y =0, Z = 0.
X = 45, Y = 0, Z = 0.
X = 0, Y = -45, Z = 0.
Use Normal. If the proxy should be oriented along the normal towards the surface, fix this setting at 1.0. Different values of this setting and the respective results are presented in the examples below:
Use Normal = 0.0
Use Normal = 0.5
Use Normal = 1.0
Use Normal = 4.0
Mask. Rotation can be ruled by color mask where each color corresponds to separate axial rotation. Red color is responsible for X axial rotation, green color is for Y axial rotation and blue color makes Z axial rotation. Color value of 0.0 equals to rotation of 180 degrees to one direction, color value of 0.5 leaves the rotation state unchanged and color value of 1.0 make the rotation of 180 degrees to another direction. If some axial rotation is not needed just dismiss the activating tick next to the respected axis in the settings table.
The use of various textures within the rotation mask
Rotation of proxy upon an animated texture can be used for creation of wind effect. In this case swinging range can be controlled by Map Value setting.
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
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.
In case of creating some reasonably big objects, such as trees, any crossing of objects is not be allowed. Use collisions to prevent the objects from the crossover. Collision checking is based upon the creation of virtual sphere around each proxy and further distribution of proxies with regard to crossing inability of these spheres. The sphere has its radius set and the height of its centre above the surface is also fixed. Each proxy-object can generate collisions so that they have influence upon the rest objects and can also adapt to the collisions generated by the other objects.
Tick off the Generate Collision and Receive Collision options. Specify the radius value appropriate for the size of the used proxy-object. Set the Height value at 0.0.
The result after rendering will be as below:
Let’s add one more proxy type of smaller size. To do this create one more scatter, select the path to some other proxy of smaller size, make the number of proxies bigger and change seed setting for another value so that the new scatter will place the proxies in the way different from that of the first scatter. Activate collision options for this scatter also and set appropriately small radius of collisions.
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 replaced closer to them. Set the Height for bigger objects equal to the half of the radius value or a bit higher.
If the crossover of smaller objects is not strictly prohibited, but at that they should not interfere with the bigger objects, you can undo the ticking of the generate collision option but leave the tick for the receive collision option.
Be attentive as there possible certain malfunction at the use of collisions (jumping, appearing and disappearing of some proxies) if the applied masks of distribution, rotation or scaling are animated. The problems appear by no means constant and such an application of collisions together with animated masks requires testing in every single case.
You can set number objects to browse at Preview Count bar.
important: don’t set the maximum value to prevent VRayScatter preview slowdown at view ports.
You can select the type of object preview at view ports from bounding box (“Box”) to Pyramids or turn of preview.
To get total control over the process of objects distribution you can turn on the automatic update of object preview (mark check Auto Update). If the automatic update of object preview is turned on every single changes in VRayScatter parameters is preview in real time (except animation parameters and number of objects during the rendering).
The important point here is that in previous versions of VrayScatter we described animation with the meaning of just animated proxies. Now it is possible to using of animated mask for distribution, scaling, rotation, etc. And the use of procedure textures for masks is also available. Animation section of the VrayScatter Properties section is still intended for regulation of the animated proxies.
It is necessary to arrange animation time shift for each one of the reproduced animated proxies so that to prevent them all from moving synchronously at the same moment. The creation of a unique time shift for each object is regarded as impossible due to the overwhelming exploration of the memory. As a rule, it is quite enough to specialize some fixed set of time shifts. The number of them is set by the Samples setting. Animation speed is fixed by the Speed 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 proxies it is highly recommended to select the Loop animation type. If it is not looped animation then select the Ping Pong animation type.
Samples = 1
Samples = 10
Animation of settings
Using of VRayScatterTexture
In spite of all possible random rotations and scaling the reproduced proxy objects look monotonous and alike. There is a certain lack of color variety. Use an appropriate VrayScatterTexture to solve this problem.
Texture plate consists of 6 colors. Each color has a possibility to get a random tone. Final color results by random mix of initial color according established proportions. If you change “Seed” value you’ll get new random color setting.
Let’s return to the Color setting of the VrayScatter Properties:
Suppose you have got a photograph a valley from a bird’s flying height 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 coloring. 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 the VrayScatterTexture setting by ticking-off the Use Obj.Color option for the grass texture processing. As a result the multiplied grass proxies will be colored in valley texture imitation.
In case the additional variation of texture with random deviation is necessary needed you just need to tick off the Mix with Color option. In this case you should better use the colors at a short range from the grey tints and shadows which will not vary their texture greatly; otherwise the resulting colors may appear too saturated.
Imagine that you need to distribute the proxies upon the checkered 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 predefined procedure map.
Application of standard 3dsmax tools requires the creation of a too much complicated mix texture inconvenient to be operated with. To overcome such difficulties use VrayScatterMask.
This texture allows to combine several masks by means of their multiplication.