Added support for Multiscatter, ForestPack

I am glad to anounce, that thanks to the support from developers of Multiscatter and Forestpack you will be able to use these advanced scattering plugins with Corona in the next release.

Great :smiley:

This is incredible! So fast!

Thanks! You are damn fast

Holy macaroni!!!
These are great news! Thanks a lot :smiley: ! This was really fast. Didn’t expect that.

OMG !!! Ondra you’re a beast ! Thank you so much for this one :smiley: can’t wait for it !!!

I would be even better if the vertexcolor map was properly rendered. GrowFX uses it to make easy and lightweight gradient mappings on plants.
pokes keymaster pleeease? :smiley:

Cebas couldn’t have done it for years and they still don’t have Multiscatter support to this day.

So, my hat is off… KUDOS!

:open_mouth: wow! Didn’t expect it this quickly…

Pinch me, I probably sleep!
Ondra, You are an amazing person!

While on teapots flight normal! :)))

f6f1fa55c25343c8c70d3be4625ec2ee.jpg

Just Awesome, I will finally buy Forrest Pro, I’m over wacoscatter :smiley:

Attention! Big traffic!
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](http://www.picshare.ru/view/1555811/)

hope to see the legacy one soon

doing it right now

haha give me a hug :smiley: thanks a lot

Yep i confirm, forest pack works like a charm :

Indeed, foliage stuff is really fun with pathtracing :smiley: Way easier to setup, especially when we get interactive rendering!

I wonder what will be the first Disney/Pixar/Dreamworks movie rendered in Corona.

the only problem ive found with forestpack is librairy elements, in my example above i did use the scripr material converter then i did edit materials manually of the grass and flower, but when i reopen that same corrected scene, grass material is weird it changes and it doesnt accepte the manual changes, so i conclude that we must use our models already converted with forestpack better than the presets of forestpack because of this weird problem.

Hm… I must admit that my converter script sucked when converting the Vray-shaded Forestpack presets (one reason is that it does not convert VrayFastSSS2) but I didn’t try out the resaving issue yet.

Rawalanche: here you go, but it’s not that much difference in this image, this is the raw render, both have similar rendertime but different amount of passes. Anyways, I think I already noticed some improvements in certain conditions.