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====== MultiScatter Manual ====== | ====== MultiScatter Manual ====== | ||
- | [[http://rendering.ru/ru_en/ | + | [[https://icube3d.com/ |
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. | 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. | ||
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===== System requirements ===== | ===== System requirements ===== | ||
- | 3ds Max versions: | + | **MultiScatter 1.097 and later: |
+ | 3ds Max versions: | ||
+ | If you use V-Ray, versions: 3.6, 4.x (Next), 5, 6, 6.1\\ | ||
+ | OS: Windows 7, 8, 10, 11 | ||
- | 3ds Max Design: all | + | **MultiScatter 1.3.x.x, 1.052 - 1.093 :**\\ |
+ | 3ds Max versions: 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, 2020\\ | ||
+ | 3ds Max Design : from 2010 and higher\\ | ||
+ | If you use V-Ray, versions: 1.5 (SP3- SP6), V-Ray 2 SP1, V-Ray 2.2, 2.3, 2.4 , 3, 3.1, 3.2, 3.3, 3.4, 3.5, 3.6, 4 (Next)\\ | ||
+ | OS: Windows 7, 8, 10 all 32 and 64 bit \\ | ||
- | If you use V-Ray: | + | **MultiScatter 1.2.0.12** |
- | + | 3ds Max versions: 2008 (no Mental Ray support), 2009, 2010, 2011, 2012, 2013, 2014\\ | |
- | [[http:// | + | 3ds Max Design : all\\ |
- | + | If you use V-Ray, versions: 1.5 (RC5 -no animated proxy, SP1- SP6), V-Ray 2 SP1, V-Ray 2.2, 2.3, 2.4 | |
- | OS: Windows XP, Windows Vista, Windows 7, 8 all 32 and 64 bit. | + | OS: Windows XP, Windows Vista, Windows 7, 8, 10 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 | + | |
===== Installation ===== | ===== Installation ===== | ||
- | Please make sure you downloaded latest version of the plug-in from our [[http://forum.rendering.ru/ | + | Please make sure you downloaded latest version of the plug-in from our [[https://forum.icube3d.com/ |
Users are provided with the same installation file for both Workstation and Render node | Users are provided with the same installation file for both Workstation and Render node | ||
- | **MultiScatterFor3dsmax-1.3.x.x.exe** | + | **MultiScatterFor3dsmax-1.xxx.exe** |
Workstation can be used only when license is properly installed, and provides access to all MultiScatter options. | Workstation can be used only when license is properly installed, and provides access to all MultiScatter options. | ||
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Rendering is available both locally and over network. | Rendering is available both locally and over network. | ||
- | To install the program you need to run the **MultiScatterFor3dsmax-1.3.x.x.exe** with the administrator rights. | + | To install the program you need to run the **MultiScatterFor3dsmax-1.xxx.exe** with the administrator rights. |
| | ||
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Read carefully the license agreement. If you accept it tick “I accept” and then press setup button; | Read carefully the license agreement. If you accept it tick “I accept” and then press setup button; | ||
- | | + | |
- | Choose 3ds max version you use. | + | Choose 3ds Max version |
| | ||
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The setup wizard will automatically select destination folder for 3dsmax. Check the path where 3dsmax is installed and correct it if needed. | The setup wizard will automatically select destination folder for 3dsmax. Check the path where 3dsmax is installed and correct it if needed. | ||
+ | This will install several files into various folders within 3ds max directory, you can see them by searching for all files with **MultiScatter** in their names | ||
+ | |||
+ | it will also install activation and uninstaller utilities into " | ||
===== Registration ===== | ===== Registration ===== | ||
- | **for versions 1.3.xx | + | **please see** https://docs.icube3d.com/ |
- | + | ||
- | **Below, activation instructions for versions 1.2.0.12 and below** | + | |
- | + | ||
- | Run **MultiScatterRegistration.exe** | + | |
- | + | ||
- | **Please make sure you always use the registration utility which is supplied with the particular version of MultiScatter** | + | |
- | + | ||
- | | + | |
- | + | ||
- | Choose the hard disk to be linked with the MultiScatter license **(linking with external USB storage, Flash drives and network drives is not possible)**. | + | |
- | + | ||
- | Press the «Get Your ID File» button and save *.id file on your hard disk under any name you like. | + | |
- | + | ||
- | | + | |
- | + | ||
- | Send this file to mail@rendering.ru (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 **MultiScatterRegistration.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, re-installation 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 mail@rendering.ru 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. | + | |
===== Uninstall ===== | ===== Uninstall ===== | ||
- | **for versions 1.3.x.x** | ||
you can find uninstaller in: Start menu > R&D Group > MultiScatter > Uninstall | you can find uninstaller in: Start menu > R&D Group > MultiScatter > Uninstall | ||
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MultiScatter does not have any entries in the Registry | MultiScatter does not have any entries in the Registry | ||
===== Installing for network or distributed rendering ===== | ===== Installing for network or distributed rendering ===== | ||
- | For network rendering just install the same file **MultiScatterFor3dsmax-1.3.x.x.exe**. Installation procedure is the same as for the Workstation, | + | For network rendering just install the same file **MultiScatterFor3dsmax-1.xxx.exe**. Installation procedure is the same as for the Workstation, |
Submission for network or distributed rendering should be done from the PC with the registered version of MultiScatter. The rest of render nodes involved in the network or distributed rendering **do not need to be registered** | Submission for network or distributed rendering should be done from the PC with the registered version of MultiScatter. The rest of render nodes involved in the network or distributed rendering **do not need to be registered** | ||
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__manual installation on render nodes:__ | __manual installation on render nodes:__ | ||
- | install 1 machine with the **exe** file then copy following files to other rendernodes | + | extract files by running installer and pointing into empty folder, |
- | + | ||
- | \plugins\multiscatter.dlo\\ | + | |
- | \mentalimages\shaders_autoload\mentalray\shaders\multiscattermental.dll\ | + | |
- | \mentalimages\shaders_autoload\mentalray\include\multiscattermental.mi\ | + | |
- | + | ||
- | + | ||
- | and in 3ds max root directory :\\ | + | |
- | all files which have " | + | |
===== Update ===== | ===== Update ===== | ||
- | You can always find latest version at our [[http://forum.rendering.ru/ | + | You can always find latest version at our [[https://forum.icube3d.com/ |
- | + | ||
- | Run **MultiScatterFor3dsmax-1.3.x.x.exe** with the administrator rights and follow the installation process, | + | |
- | + | ||
- | Once installed please double check version number in About panel at the plugins interface | + | |
- | + | ||
- | your old license Key should work without even applying it again | + | |
- | + | ||
- | in case of problems it will prompt you to update it on first run | + | |
+ | your old activation should work, no need to apply it again, its stored in **C: | ||
- | ====== Getting started ====== | + | in case of problems it will prompt you to update activation on first run. |
- | ===== 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. | ||
- | {{: | + | {{: |
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 ===== |
- | | + | |
- | **Probability** is the probability | + | 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 |
- | **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 |
- | **Mask contrast** controls | + | **Seed** - that is the option setting random |
- | | + | **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. |
- | **Object colour** | + | **Max Preview** – the number of objects to show in viewport |
- | | + | ===== Samples Parameters ===== |
- | This setting is described in the MultiScatterTexture section | + | |
- | **Help pictures** | + | **Scatter Objects** - list of objects to multiply |
- | | + | **Probability** |
- | **Show/Hide Help Pictures** button activates/ | + | **Mask** - is the probability mask. The brighter texture is the more probable this place is for the distribution of this type of objects. |
- | **Reset All Settings to Default** button restores all MultiScatter settings to the default values. | + | **Keep Object ID / Override ID** - use material ID from object or setup your own |
- | **Collapse to Single Mesh** button converts MultiScatter into Editable Mesh. Since MultiScatter can contain very heavy geometry, | + | **Mask contrast** controls |
- | | + | |
+ | |||
+ | **Object Colour** - This setting is described in the MultiScatterTexture section | ||
- | This will help to judge the ability to create such object. If the amount | + | **Coll Shape** - you can choose default (for compatibility with older versions prior to 1.528), sphere or box depending on topology |
+ | |||
+ | ==== Examples | ||
- | **Select All Dependences** selects all objects in the scene used in MultiScatter (objects, surfaces, splines and border splines) | + | **Noise** |
- | **Convert to MultiPainter** converts to MultiPainter | + | |
- | Please note that MultiScatter can quickly process significantly larger amount of objects than MultiPainter, | + | Falloff towards the camera |
- | ===== Selection of surface or spline ===== | + | |
- | To define surface or spline for MultiScatter objects | + | |
- | | + | Falloff towards object Z-axis |
- | Only one object | + | |
- | ===== Properties of distribution by spline ===== | + | **Vertex Paint** (Important note! Use texture channels - for example |
- | Spline distribution options are available if spline is selected as the object | + | |
- | | + | |
- | **Thickness** is the thickness of objects distribution in reference to spline (it is set in system measure units) | + | ===== Distribution Parameters ===== |
- | **Proxy Distance** is the length and width between the objects | + | To define surface or spline for MultiScatter |
- | | + | |
+ | |||
+ | **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. | ||
- | **Distribution properties are common | + | **Key Color** – you can use colour masks for object |
- | | + | **Tolerance** |
- | **Seed** - that is the option setting random object distribution. Any changes in this option lead to a new random redistribution | + | **Spline Width** - is the thickness |
- | + | ||
- | **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 | + | |
- | + | ||
- | **Color** – you can use colour masks for object distribution if this option | + | |
- | + | ||
- | **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, | + | ===== Random Position Settings ===== |
- | ===== Examples of different masks application ===== | + | |
- | **Noise** | + | |
- | | + | **Use Density**. With it you can set the number of objects |
- | + | ||
- | Falloff towards | + | |
- | + | ||
- | | + | |
- | + | ||
- | 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 | + | |
- | + | ||
- | | + | |
===== 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. | 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 ===== | ||
| | ||
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The following options are provided to change the type of regular distribution: | The following options are provided to change the type of regular distribution: | ||
- | **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** | + | **Pattern |
- | ===== Random Position Settings ===== | + | **Fluctuation** gives an opportunity to add some randomness to regular distribution. |
- | | + | With default |
- | + | ||
- | Random position | + | |
+ | **Keep Order** - For spline only, to keep order of objects as they are listed, [[https:// | ||
===== 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. | 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 |
- | {{: | + | **Clipping mode** you can choose Lower Strand Vertex or Exact (shade point) |
+ | ===== 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**. | 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 ===== |
- | + | ||
- | | + | |
- | + | ||
- | **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). | + | |
- | + | ||
- | ===== Objects scaling | + | |
| | ||
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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 |
| | ||
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| | ||
- | ===== Movement ===== | ||
+ | ===== Move ===== | ||
Movement with relation to the initial position. | Movement with relation to the initial position. | ||
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| | ||
- | ===== Collisions | + | ===== Collision |
- | + | | |
- | | + | |
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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| | ||
- | |||
- | Penetration sets the blur of the collisions border areas. | ||
- | ===== Collision object ===== | ||
- | |||
- | | ||
- | |||
- | You can create collision object from the panel: Create> | ||
- | |||
- | **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 ===== | ||
- | + | {{: | |
- | {{: | + | |
- | + | | |
- | 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, | The use of animated masks for distribution, | ||
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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 | + | 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** |
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 |
- | | + | |
- | User can specify | + | **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 | ||
+ | |||
+ | 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 ===== | ||
+ | | ||
It is possible to select the type of object preview at view ports from bounding boxes **(Box)** to pyramids **(Pyramid)**, | It is possible to select the type of object preview at view ports from bounding boxes **(Box)** to pyramids **(Pyramid)**, | ||
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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. | 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). | + | 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). If your scene is too heavy you can switch to manual, untick **Auto Update** and click on manual each time you need to update. |
**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** | ||
+ | |||
+ | | ||
+ | |||
+ | **Show/Hide Help Pictures** button activates/ | ||
+ | |||
+ | **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. | ||
+ | |||
+ | | ||
+ | |||
+ | 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, | ||
+ | |||
+ | ===== Render Pipeline (V-Ray) ===== | ||
+ | | ||
+ | |||
+ | ===== Reference Objects ===== | ||
+ | |||
+ | | ||
+ | |||
+ | ====== MultiPainter | ||
===== 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. | ||
- | ====== Surfaces | + | ===== Surfaces ===== |
| | ||
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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 " |
- | {{: | + | ===== Other MultiPainter settings ===== |
+ | {{: | ||
- | Preview is similar to the menu Preview of MultiScatter, | + | **Rotate**, **Scale**, **Animation** and **Preview** menu is completely |
- | | + | ===== MAXScript functions ===== |
+ | getMultiPainterInstanceCount | ||
- | ====== 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 ====== | ||
+ | |||
+ | | ||
+ | |||
+ | You can create collision object from the panel: Create> | ||
+ | |||
+ | **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/ | **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/ | ||
+ | |||
====== Troubleshooting ====== | ====== Troubleshooting ====== | ||
- | **First of all, please make sure you are running latest version of MultiScatter, | + | **First of all, please make sure you are running latest version of MultiScatter, |
===== License errors ===== | ===== License errors ===== | ||
- | | + | |
- | In case of license | + | In case of license errors (which can be caused by disk reformatting, |
- | However, in case of total replacement of a PC we reserve the right to not provide a new license more often than once in half a year. | + | activation manual is here https:// |
===== Installation problems ===== | ===== Installation problems ===== | ||
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===== Dll errors ===== | ===== Dll errors ===== | ||
+ | ==== Error code 127 ==== | ||
+ | * Error Loading Plug-in Dll | ||
+ | * MultiScatterVRay.dlo failed to initialize, error code 127 - Thespecified procedure could not be found | ||
+ | |||
+ | | ||
+ | |||
+ | please make sure you choose correct V-Ray version during MultiScatter installation | ||
+ | |||
+ | also, if you change V-Ray version you need to reinstall MultiScatter as well, as there is separate V-Ray connector file MultiScatterVRay.dlo for each V-Ray version | ||
+ | |||
+ | ==== Error code 126 ==== | ||
* Error Loading Dlls | * Error Loading Dlls | ||
* Dll failed to initialize | * Dll failed to initialize | ||
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** please make sure you have Microsoft Visual C++ 2010 Redistributable Package 32bit and 64bit installed** | ** please make sure you have Microsoft Visual C++ 2010 Redistributable Package 32bit and 64bit installed** | ||
- | Microsoft Visual C++ 2010 Redistributable Package (x86)http:// | + | Microsoft Visual C++ 2010 Redistributable Package (x86)https:// |
- | Microsoft Visual C++ 2010 Redistributable Package (x64) http:// | + | Microsoft Visual C++ 2010 Redistributable Package (x64) https:// |
| | ||
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Avoid using grouped objects for scattering and as a surface, | Avoid using grouped objects for scattering and as a surface, | ||
MultiScatter support only geometries, but groups may include other non-supported objects | MultiScatter support only geometries, but groups may include other non-supported objects | ||
+ | |||
+ | **Group scattering is added from version 1.524** | ||
===== Other errors ===== | ===== Other errors ===== | ||
- | Please make sure you download and install latest version from our [[http://forum.rendering.ru/ | + | Please make sure you download and install latest version from our [[https://forum.icube3d.com/ |
and confirm that update was successful by checking version number in **About** panel of MultiScatter. | and confirm that update was successful by checking version number in **About** panel of MultiScatter. | ||
| | ||
- | if this have not solved the problem please contact us at mail@rendering.ru , by sending description of the problem together with | + | if this have not solved the problem please contact us at support@icube3d.com , by sending description of the problem together with |
the following information: | the following information: | ||
* MultiScatter version (screenshot of About panel is required) | * MultiScatter version (screenshot of About panel is required) |