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Grassy area - scatter test

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  • http://www.chaosgroup.com/forums/vbu...ad.php?t=45549

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    • i dont get it. whats the link for?

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      • Is there a Vray Scatter 32bit Demo for 3DS max design 2010 avaiable for me to try? I wasn't able to find it.

        Thanks in advance

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        • Originally posted by GoncaloP View Post
          Is there a Vray Scatter 32bit Demo for 3DS max design 2010 avaiable for me to try? I wasn't able to find it.

          Thanks in advance
          I'm pretty sure it's 64bit only. It doesnt make sense to use it on a 32bit system, or at least it's actively discouraged.

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          • ive used vrayscatter on 32 bit platform

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            • Originally posted by Da_elf View Post
              i dont get it. whats the link for?
              hehe, just to point at some more nice examples of Forest Lite/Forest Lite Pro,
              I'm looking forward to a try, too.

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              • This is my very last test on this one - but I'm pretty happy with the results of the testing. This is made with 28 different VRS objects, 25 different grass blades and 3 weed/plant options. It's mix of cut and rough grass. Just a basic VrayMtl, no SSS at all. I think this will give me a very good set I can use for almost any of my type of work.

                Some work in Photoshop, and Richard's great DOF Pro for the focus.


                Brett Simms

                www.heavyartillery.com
                e: brett@heavyartillery.com

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                • was just watching bolt. and realised that before all this grass and tree scatering stuff started i might have been impressed with their vegitation hehe but now im not. especially on the fact that the animals dont interact with the grass. they conveniently always have patches of dirt to walk on. so basically we can handle those scenes easily with vrayscatter or one of the others

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                  • so what do you think? think we can beat disney? hehe notice the convenient dirt patches so that characters never have to interact with foliage


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                    • Brett, that looks excellent.

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                      • Thanks Voltron7.

                        Da Elf: I'd say the scattered proxy approach looks more realistic, but I don't do animation at all and really know nothing about it, so have no idea if you could use it for the same sort of purpose.

                        b
                        Brett Simms

                        www.heavyartillery.com
                        e: brett@heavyartillery.com

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                        • what im getting at is that in this film their grass could might as well be scattered in vray since the animals never touch it

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                          • Brett when you say 25 grass blades that means that rather than making a "clump" object and scattering that you're doing individual blades of grass and scattering them? Also the xsi / mental ray guys want to know how long it took and on what spec machine

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                            • Originally posted by joconnell View Post
                              Brett when you say 25 grass blades that means that rather than making a "clump" object and scattering that you're doing individual blades of grass and scattering them? Also the xsi / mental ray guys want to know how long it took and on what spec machine
                              That is correct. We remade the grass as separate blades so we could create better variation when needed, and follow contoured terrain better. I still have some clump proxies made though, and for some projects I can see mixing those in too.

                              We made 3 different basic blades (long/thinner through shorter/thicker). For each one we made 5 basic variations (minor length/width changes and major bend changes). I also made a duplicate set of two of these and nipped off the top poly's to make a set for fresh-cut grass.

                              Each one is assigned to a different VRS object and each one is given a different seed number.

                              There are also 3 weed objects that are assigned to 3 more VRS objects. In this test I think there about 150K proxies per VRS object, except for the weeds which were more like 300-500 each.

                              Render times have ranged a bit between 30 minutes and 3 hours depending on various settings like with or without DOF etc. That was using a variation of the universal method (BF/LC) and rendering with DR across 4 i7 920s, a Q6600, and an Xeon 5355. That was running between 3K and 4.5K wide.

                              I think the render time could be reduced a lot. I didn't even really try to optimize these tests - my goal was quality and I was not worried about times yet. I think there are quite probably 2X the proxies I actually needed for the scene, and I did not use the camera clipping function so many are not even in frame. I also used quite hi-poly blades, which are not really needed at this scale. We may make a lo-poly set for this sort of distance, but for my work 2-3 hour renders are acceptable (we only do stills )

                              Hope that helps.
                              b
                              Brett Simms

                              www.heavyartillery.com
                              e: brett@heavyartillery.com

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                              • Super stuff. Really nice render. On a side note, Simon the xsi op in here says that if it doesn't react to objects pressing down on it it's rubbish.

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