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damn those are indeed a good advertisement for vrayscatter.
I plan to try to write a similar (but a lot simpler) plugin this summer. My experience with the sdk is veeery limited at the moment, and I still have no idea of how I should generate the proxies at rendertime without creating scene nodes, but hopefully if I figure that out the rest will be very easy.
I have a little script I wrote to scatter instances at the moment, it is very usable, but things get complicated with lots of proxies.
im just waiting on 1 big contract to come in to afford scatter
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Question: does vrayscatter follow undulating terrains? For example, if I have a 1mx1m patch of grass that I scatter, will each 1mx1m square orient itself to the normal of the terrain?
Question: does vrayscatter follow undulating terrains? For example, if I have a 1mx1m patch of grass that I scatter, will each 1mx1m square orient itself to the normal of the terrain?
Under rotation, there is a Normal Amount thing (from 0.0 to 1.0), so yes
Yeah vray scatter isnt necessary until you start getting up into the high counts, and even then the "only" benefit will be in the pre-render speed.
I'm sure that's true, but I wouldn't underrate how much of a difference it makes for speed. Even just a few thousand proxies can get pretty slow in Max, and the startup time for an actual render is wildly faster with Vrayscatter, at least for me.
I have no vested interest in VRS btw
Had a few minutes last night so I swapped the 2sided material for a standard vraymat with a bit of SSS:
3500X2900 BF+LC rendertime was about 2hrs (run with DR on 4 x i920's, 1x Xeon 5355, and 1 Q6600). About 1,900,000 proxies scattered, although many are out of crop.
That's actually an artifact of sharpening. I did some USM in Photoshop while it was still 32bit and I have noticed it can have that effect. The render itself is okay.
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