Hi everyones,
I know that this issue is a long time concern on various forums, so here is my solution.
Pros : really fast, works with Pflow or any other particle system (TP, krakatoa PRTs), no scripting...
(I first tried replacing particles at render time by scripting, worked, but script loops comes very slow from 50 000 particles, +15min, and no way to multithread maxscripts)
Cons : quite expensive... you'll need Thinkox's Frost and R&D Group's Multiscatter (or VrayScatter) licenses, several steps involved
I don't have mush time to start expensive explanations, but here is the basic steps (don't worry, sample scene following...) :
1. Generate your particles using your favorite system, no need to generate or display geometry
2. Mesh them with Thinkbox Frost : 1 paticle = 1 plane, so each plane got his UV (important for the following), keep scale and orientation
3. Now scatter your Vray Proxies using Frost mesh as distribution source,
well configured it will place 1 instance by plane (thanks to UVs) and keep orientation and scaling too
4. For total control of the materials I had to duplicate the setup, I found no way to pass mat ID throught the pipe
(but you can still use MultiScatter functionality for randomization)
4. Hit Render !
And the beauty of the thing is that everything happens on at render time, you can play with viewport/render ratios as usual !
This setup supports :
- Position
- Orientation
- Scale
- Material
- Birth/Death
Here is 1 million (and five) teapots, look at render time :
And the sample scene :
PF-to-VrayProxies.zip
Hope you'll find it usefull, and post your thoughts and results !
Jop
I know that this issue is a long time concern on various forums, so here is my solution.
Pros : really fast, works with Pflow or any other particle system (TP, krakatoa PRTs), no scripting...
(I first tried replacing particles at render time by scripting, worked, but script loops comes very slow from 50 000 particles, +15min, and no way to multithread maxscripts)
Cons : quite expensive... you'll need Thinkox's Frost and R&D Group's Multiscatter (or VrayScatter) licenses, several steps involved
I don't have mush time to start expensive explanations, but here is the basic steps (don't worry, sample scene following...) :
1. Generate your particles using your favorite system, no need to generate or display geometry
2. Mesh them with Thinkbox Frost : 1 paticle = 1 plane, so each plane got his UV (important for the following), keep scale and orientation
3. Now scatter your Vray Proxies using Frost mesh as distribution source,
well configured it will place 1 instance by plane (thanks to UVs) and keep orientation and scaling too
4. For total control of the materials I had to duplicate the setup, I found no way to pass mat ID throught the pipe
(but you can still use MultiScatter functionality for randomization)
4. Hit Render !
And the beauty of the thing is that everything happens on at render time, you can play with viewport/render ratios as usual !
This setup supports :
- Position
- Orientation
- Scale
- Material
- Birth/Death
Here is 1 million (and five) teapots, look at render time :
And the sample scene :
PF-to-VrayProxies.zip
Hope you'll find it usefull, and post your thoughts and results !
Jop
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