I noticed that I cannot use multiscatter on displaced surfaces as in it will just treat the distribution object as if without VRayDisplacementMod applied. Is there a way to make it work which doesnt involve baking the displacement via the standard max displacement modifier?
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Any way to use VRayDisplacementMod along with Multiscatter?
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Yeah, I was just wondering. I did it with the max displacement now, but I would have preferred to use the VRayDisplacementMod. Maybe I ask the guys from Multiscatter if there is a such way, would prove useful.Software:
Windows 7 Ultimate x64 SP1
3ds Max 2016 SP4
V-Ray Adv 3.60.04
Hardware:
Intel Core i7-4930K @ 3.40 GHz
NVIDIA GeForce GTX 780 (4096MB RAM)
64GB RAM
DxDiag
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There might be a way, but it would be very inconvenient for the MultiScatter guys.
V-Ray 3.10 coming out this fall has a new API for creating instances at render time and it can instance anything, including objects with VRayDisplacementMod (though memory usage might be higher in that case).
Best regards,
VladoI only act like I know everything, Rogers.
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Originally posted by vlado View PostThere might be a way, but it would be very inconvenient for the MultiScatter guys.
V-Ray 3.10 coming out this fall has a new API for creating instances at render time and it can instance anything, including objects with VRayDisplacementMod (though memory usage might be higher in that case).
Best regards,
Vlado
While scattering a displaced geometry definitely is cool, in this case I am talking about scattering ON a displaced object. Meaning Object A with VRayDisplacementMod serves as surface for scattered instances of Object B (no VRayDisplacementMod).
Edit: Woah! If I got this right it could be possible to render PFlow particles via VRay-instanced geometry at rendertime?Software:
Windows 7 Ultimate x64 SP1
3ds Max 2016 SP4
V-Ray Adv 3.60.04
Hardware:
Intel Core i7-4930K @ 3.40 GHz
NVIDIA GeForce GTX 780 (4096MB RAM)
64GB RAM
DxDiag
Comment
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Originally posted by Art48 View PostMeaning Object A with VRayDisplacementMod serves as surface for scattered instances of Object B (no VRayDisplacementMod).
Edit: Woah! If I got this right it could be possible to render PFlow particles via VRay-instanced geometry at rendertime?
Best regards,
VladoI only act like I know everything, Rogers.
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