Scatter with dynamic - memory problem

I’m trying to find the best way to great detailed forest.

When playing with scatter I found this weird thing. It looks
that if I create scatter object using instance mode, V-ray doesn’t
understand those objects instanced. It handles scatter object as one
geometry.

If I manually scatter 600 trees 1 milj. polys each, I can render it easily
with dynamic mode. With scatter object even 100 trees is too much.

Any opinions?

-LarsSon

I noticed that too…

You need to use the vray meshes. Unfortunately, they are not treated as GEOMETRY :frowning: that is really sad and i hope they will fix that soon…

Currently V-Ray will treat the scatter object as one huge mesh, rather than as separate instances. I have to check if it can prove information about its individual components and if yes, utilize it accordingly.

Best regards,
Vlado

Nevertheless vlado it would be great if we could select vraymeshes as particles etc…

currently that is not possible and emitting a huge amount of highresolution meshes eat A LOT of memory…

cheers,
markus

Thanks for info Vlado.

Markus: You can always use pflow instancer script.
It will turn every particle to object you choose. Even proxys
or lights. You can find it here:

-LarsSon

Thanks for the info Lars. I never used it so far, but I doubt that it can be used if the particles are animated and used in a simulation. It is doing instances.

For example, if you do traffic simulations with a lot of hires cars, this instancer wont work.

cheers, markus

In that case, Bobo has this script:
http://www.scriptspot.com/bobo/mxs5/pflow/pflow\_\_MovingObjects.htm

It will replace moving particles to any object you want.
You need to understand scripting just a little to make it work.
But it shouldn’t be so hard. Just read the instructions.

I hope it helps.

-LarsSon

Thank you very much Lars. I appriciate your help!

Nevertheless, all this scripts are just a work-arround in my eyes for something that hopefully will be fixed, so that vray-meshes are treated as regular max.-objects and can selected that way…

Well, you are so right!
But it will be fixed soon …I think …hope…