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When scattering high resolution proxies its often the case that in order to use those objects to drive other scatters we need to use a distance map to generate a map for scatters.
This is extremely inefficient because of the way the distance map works but also because it seems like the proxies need to be loaded into memory for the distance map to calculate.
To resolve this issue, primitives can be used in place of the scatters, arranged via 'clone and align' but in order to do this, the scatter must be converted to max geometry losing its procedural nature.
It would be great if there was a way to let users decide whether a scatter should be accessible as separate scene objects in the scene explorer or not. Perhaps they get listed as children of the scatter object if a checkbox is enabled. They shouldnt necessarily be editable, only selectable.
An alternative would be a way to let users scatter dummy objects or point markers in the exact same place as the scattered geometry for this purpose.
An example use case would be scattering proxy trees, using a distance map to then scatter debris and other plants around only the bases of the trees. Currently using proxies in a distance map is very very slow. Placing cylinders in place of the proxy trees resolves the speed issues instantly.
Scatter Host application | 3ds Max |
Hi just to clarify:
Would you like to distribute instances from one scatter over another Scatter by using the second Scatter as a base object?
Or you would like to stick the instances of one Scatter close to another Scatter like a magnet but still respecting a common surface between the 2 Scatters? More like, wherever I have a tree, I want to have bushes near it. The tree is one Scatter, the bushes are another Scatter, and both of them are applied on the same surface.