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====== PlayGround ====== | ====== PlayGround ====== | ||
- | ====== MultiScatter creation ====== | ||
- | ===== Getting started ===== | ||
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- | To create MultiScatter go to// | ||
- | **Create > Geometry > MultiScatter > MultiScatter**// | ||
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- | If any object was selected during the creation, MultiScatter will automatically use the surface of the selected object for the distribution over it. | ||
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- | Once MultiScatter is created 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 distributed objects will have the same material as the original object. | ||
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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. | ||
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- | {{: | ||
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- | 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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- | You can also add the list of objects by pressing the **‘+list’** button | ||
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- | Selected objects can be removed from the list by pressing the **‘-teapot’** button. | ||
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- | ===== Base Parameters ===== | ||
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- | 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, | ||
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- | **On/Off** - Turns on or off MultiScatter | ||
- | **Seed** - that is the option setting random object distribution. Any changes in this option lead to a new random redistribution of objects. | ||
- | **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. | ||
- | **Max Preview** – the number of objects to show in viewport | ||
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- | ===== Samples Parameters ===== | ||
- | **Scatter Objects** - list of objects to multiply | ||
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- | **Probability** - is the probability of the object’s distribution in regard to other MultiScatter objects | ||
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- | **Mask** - is the probability mask. The brighter texture is the more probable this place is for the distribution of this type of objects. | ||
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- | **Keep Object ID / Override ID ** - use material ID from object or setup your own | ||
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- | **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. | ||
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- | **Object Colour** - This setting is described in the MultiScatterTexture section | ||
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- | ==== Examples of different masks application ==== | ||
- | **Noise** | ||
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- | Falloff towards the camera | ||
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- | Falloff towards object Z-axis | ||
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- | **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.) | ||
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- | ===== Distribution Parameters ===== | ||
- | To define surface or spline for MultiScatter objects distribution you need to either create MultiScatter while the object for distribution is selected, or after MultiScatter is created you can select surface or spline by pressing “Surface” or “Spline” button. | ||
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- | **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. | ||
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- | **Key Color** – you can use colour masks for object distribution if this option is set active. The nearby “Color Picker” allows you to select the particular colour on a mask over which further distribution will take place. | ||
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- | **Tolerance** - it sets the objects scattering range beyond the borders of the selected coloured area when the colour mask is applied. | ||
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- | **Spline Width** - is the thickness of objects distribution in reference to spline (it is set in system measure units) | ||
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- | **Use Random Position** - it activates object distribution based on random algorithms which are set in ‘Random Position Settings’ section | ||
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- | **Use Regular Pattern** – it activates regular object distribution which is set in ‘Regular Pattern Settings’ section | ||
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- | ===== Random Position Settings ===== | ||
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- | **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. | ||
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- | ===== Regular Pattern Settings ===== | ||
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- | 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. | ||
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- | **Mapping Channel** sets the channel for UVW Mapping to be used for distribution | ||
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- | The following options are provided to change the type of regular distribution: | ||
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- | **Pattern Origin** - | ||
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- | **Pattern Scale** - | ||
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- | **Flactuation** gives an opportunity to add some randomness to regular distribution. | ||
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- | With default settings texture coordinates set only location of objects, but not their rotation and scale. Activation of **Affect Transform** option lets you set rotation of objects to UVW Mapping. For example, rotating UVW Mapping Gizmo, the objects will be rotating the same way following texture rotation. If you need to control not only rotation, but scale also then turn on **Affect Scale** option. With this, the scale of objects can be change suddenly. For controlling the scale use **XY Scale** and **Z Scale** options if necessary. With ‘Affect Transform’ option active, ‘Use Normal’ setting of the ‘Rotate’ settings should be set as 0.0. | ||
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- | **Keep Order** - For spline only | ||
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- | ===== Border Spline ===== | ||
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- | It is possible to limit objects disposition with spline. You can use only one spline. If you need to limit the disposition with several splines, then attach them first into one single spline. | ||
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- | 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. | ||
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- | 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. | ||
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- | **Render Time Clipping** - V-Ray only | ||
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- | ===== Border Behaviour ===== | ||
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- | 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**. | ||
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- | ===== Scale ===== | ||
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- | **Global** that is the scale control of objects at all axial directions – XYZ - proportionally. | ||
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- | **From** and **To** are to fix the variation limits of scale. If the scale should be equal for all objects, set these parameters equal to each other. | ||
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- | From = 100, To = 100. | ||
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- | From = 100, To = 300. | ||
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- | From = 300, To = 300. | ||
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- | **Mask** sets scaling of objects upon the texture. Black colour equals to zero scale, white colour leaves the scale unchanged. | ||
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- | Using of ‘Noise’ within the scale mask. | ||
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- | Here is an example of ‘falloff’ application in ‘distance blend’ mode within the scale mask | ||
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- | **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. | ||
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- | **Local** settings allow independent scaling of objects at each of the axes locally. | ||
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- | ===== Rotate ===== | ||
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- | ==== Constant ==== | ||
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- | **Constant** settings make all objects rotate at the same angle. | ||
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- | X = 0, Y =0, Z = 0. | ||
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- | X = 45, Y = 0, Z = 0. | ||
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- | X = 0, Y = -45, Z = 0. | ||
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- | ==== Random ==== | ||
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- | **Random** parameters set additional random rotation around each axis | ||
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- | X=60, Y=0, Z=0. | ||
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- | X=0, Y=60, Z=0. | ||
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- | X=0, | ||
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- | X=60, Y=60,Z=360 | ||
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- | ==== Use Normal ==== | ||
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- | **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: | ||
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- | Use Normal = 0.0 | ||
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- | Use Normal = 0.5 | ||
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- | Use Normal = 1.0 | ||
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- | Use Normal = 4.0 | ||
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- | ==== Z Recovery ==== | ||
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- | **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: | ||
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- | ==== Mask ==== | ||
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- | **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. | ||
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- | ==== The use of various textures within the rotation mask ==== | ||
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- | Coloured Noise | ||
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- | Gradient Ramp | ||
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- | 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. | ||
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- | ===== Move ===== | ||
- | Movement with relation to the initial position. | ||
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- | 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, | ||
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- | Below example presents Z-axis direction variation from -3000 to 5000. | ||
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- | ===== Collision ===== | ||
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- | 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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- | Tick on the **Generate Collision** and **Receive Collision** options. Set the ‘Height’ value at 0.0. | ||
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- | The radius of collisions default value is equal to 100% - that is corresponds to the object size. | ||
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- | The result after rendering will be as below | ||
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- | Let’s add one more object type of smaller size. | ||
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- | 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 | ||
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- | Penetration sets the blur of the collisions border areas. | ||
- | ===== Animation ===== | ||
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- | The use of animated masks for distribution, | ||
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- | Animation section controls animated VrayProxies and objects. Animation of mrProxy is not implemented at the moment. | ||
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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. | ||
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- | It is necessary to arrange animation time shift for each one of the reproduced animated objects so that to prevent them all from moving simultaneously. The creation of a unique time shift for each object is regarded as impossible due to the overwhelming exploration of the memory. Usually it is enough to confine to some fixed set of time shifts. The number of them is set by the **Samples** setting. If the animation speed is a fractional number then some fractional frame numbers can appear, which can sometimes lead to a faulty rendering. In case of any malfunction here just dismiss the activating tick next to the **Enable fractional frames** option. Dealing with looped animation of objects it is highly recommended to select the **Loop** animation type. If the animation is not looped, then select the **Ping Pong** animation type. **Once** option makes a single animation of the object, without any repetition. **Single** option makes a single frame. | ||
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- | Samples = 1 | ||
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- | Samples = 10 | ||
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- | **Offset** lets set animation time shift within the limits of **From** and **To** | ||
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- | The same setting can be also fixed within mask with aid of **Mask** option. | ||
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- | In this mask white colour corresponds to the **From** setting and black colour corresponds to the **To** setting. | ||
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- | ===== Camera Adaptation ===== | ||
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- | **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 | ||
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- | **Near Range/Far Range** sets the distance beyond which the objects will not be distributed. | ||
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- | For static shots it is convenient to control density **(Affect Density)** depending on the distance from the camera. | ||
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- | 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. | ||
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- | ===== Preview ===== | ||
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- | 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. | ||
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- | 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. | ||
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- | **Dummy Size** – sets the size of MultiScatter Gizmo at view port. | ||
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- | ===== Utilities ===== | ||
- | **Help Pictures** | ||
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- | **Show/Hide Help Pictures** button activates/ | ||
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- | **Reset All Settings to Default** button restores all MultiScatter settings to the default values. | ||
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- | **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. | ||
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- | 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. | ||
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- | **Select All Dependences** selects all objects in the scene used in MultiScatter (objects, surfaces, splines and border splines) | ||
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- | **Convert to MultiPainter** converts to MultiPainter | ||
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- | Please note that MultiScatter can quickly process significantly larger amount of objects than MultiPainter, | ||
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- | ===== Render Pipeline (V-Ray) ===== | ||
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- | ===== Reference Objects ===== | ||
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- | ====== MultiPainter creation ====== | ||
- | ===== MultiPainter object ===== | ||
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- | To create MultiPainter go to **Create > Geometry > MultiScatter > MultiPainter** | ||
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- | If any object was selected during the creation, MultiPainter will automatically use the surface of the selected object for the distribution over it. | ||
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- | 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. | ||
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- | 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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- | You can also add the list of objects by pressing the **‘+list’** | ||
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- | Selected objects can be removed from the list by pressing the **‘-teapot’** button. | ||
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- | Each of the objects has the following options: | ||
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- | **Probability** – is the probability of the object’s distribution in regard to other MultiPainter objects. | ||
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- | **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. | ||
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- | ===== MultiPainter selection ===== | ||
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- | MultiPainter has the ability to manipulate (move, rotate, scale, copy) objects it contains. To do this, go to the sub-object level. | ||
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- | After that, you can select objects with the mouse and manipulate them just like regular objects in 3ds max. | ||
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- | When you are in sub object, menu **Selection** – becomes available. | ||
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- | **Select by list** - highlights all sub-objects selected in the **Scatter Objects** list | ||
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- | **Hide Selected** - hides selected sub objects from the viewport | ||
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- | **Hide Unselected** - hides from the viewport not selected sub objects. | ||
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- | **Unhide All** - unhide all sub-objects. | ||
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- | **Collapse to Single Mesh** button converts MultiPainter into Editable Mesh. | ||
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- | ===== Placement of objects with a brush ===== | ||
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- | **Radius** – brush size | ||
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- | **Softness** - the softness of edges of the brush | ||
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- | **Intensity** – the intensity, the density of the arrangement (depending on the settings of collisions) | ||
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- | **Paint** – turns on drawing mode | ||
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- | **Erase** - turns on erase mode | ||
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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. | ||
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- | ===== 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** | ||
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- | 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 " | ||
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- | ===== Other MultiPainter settings ===== | ||
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- | **Rotate**, **Scale**, **Animation** and **Preview** menu is completely the same as the corresponding menu in **MultiScatter**. It should be noted that the influence of objects positioning parameters is performed at the time of their positioning that ideologically distinguishes the setup **MultiPainter** from **MultiScatter**. All changes you make in these settings will affect the next " | ||
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- | ===== MAXScript functions ===== | ||
- | getMultiPainterInstanceCount -- return current instance count for MultiPainter. | ||
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- | getMultiPainterInstanceTM -- return instance TM as for Instace in MultiPainter. | ||
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- | setMultiPainterInstanceTM -- set instance TM for Instace in MultiPainter. | ||
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- | ====== 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. | ||
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- | 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. | ||
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- | **Mix Contrast** provides quick contrast control of the resulting colour scheme. | ||
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- | Let’s return to the Colour setting of MultiScatter properties: | ||
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- | 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. | ||
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- | 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. | ||
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- | **Mix Value** provides the intensity control of the object’s colour mix with the colours set in **MultiScatterTexture** option | ||
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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.** | ||
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- | ====== Collision object - MSCollision ====== | ||
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- | You can create collision object from the panel: Create> | ||
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- | **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. | ||
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- | **Radius** sets the radius value for Gizmo. | ||
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- | **Penetration** sets the blur of the collisions border areas. | ||
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- | ====== MultiScatters management utility ====== | ||
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- | You can run this utility from the panel: **Utilities > More...> MultiScatterTools** | ||
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- | In the upper part there is a window with the list of all MultiScatter objects at the scene. | ||
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- | 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. | ||
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- | Use the mouse left button to select MultiScatter objects. Use the combination of Shift and Ctrl keys to select several objects at once. | ||
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- | **Select All** selects all MultiScatter objects at the scene. | ||
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- | **Deselect All** cancels the selection of all MultiScatter objects at the scene. | ||
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- | **Turn Off Selected Scatters** deactivates/ | ||
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- | **Turn On Selected Scatters** activates/ | ||
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- | **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. | ||
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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/ | ||
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