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Vray Scatter


Andrew1
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Hey Guys,

 

I just came across this great video

I find it amazing , I am drulling here to try something like that...,

I got a few questions are all those trees geometry or part geometry and part opacity maps,

I understand those are vray proxies..., also how many different type of trees would I need to create something similar, I mean the forest in the video looks very true,

now also wondering about the render time for something like that...

I think I am gonna cough out some loonies here and buy the plugin, I also heard about a multi scatter by some other company I can not recall the name, is there anything free out there that someone could try something with similar result...

 

any info would be greatly appreciated.

 

Andrew

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Vrayscatter is very powerful, you could populate that scene with a few different types of plants that are totally random in their placement, rotation, and scale in a few minutes. Rendering would be relatively quick but you'd more than likely need at least 4 gigs to do it. I love the plugin it's been a true life saver and it's very easy to use, you might also want to check out the new MDO Plants plugin as well because not only will it scatter objects but it will eventually be a complete environmental system like Vue but hopefully better.

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thanks for the replies,

Im just wondering about all the vegetation, it seems I come up with projects that are finished and I lack the environment,

so I tried to experiment with vray proxies and getting great results however the render times are horrible....,

If I lets say were to populate a scene with 1000 trees , would that be faster to render using trees with opacity maps or straight geometry trees ???, I am gonna run some tests tonight with straight geometry trees and try to compare...

I was also wondering in relation to populating a scene with trees about the order of plains, I understand I should create a few vegetation stages and assign a proper rendering values in regards to GI casting and receiving...

What is the common aproach ??? my idea is the horizon trees should be eliminated from GI ??? is that right ?

then the trees closer should have GI on now what about the lighting ??? and how do you guys populate the vegetation??? do you merge a file with all the vegetation already preset and then shift into position or do you import by a single proxy and work it around??? just wondering about the workflow...

Sorry for so many questions but I gotta take the step to better the environment in my projects and get better results...

after all I think that to a finished project the design surroundings are as much important as the main model.

 

thanks,

 

ANdrew

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Most of my trees are opacity mapped trees, using Vrayscatter I've put 50,000 in a scene and only added 30 seconds to the render time. Sometimes I'll stop them from casting GI but usually I'll leave them alone as it doesn't seem to really affect render time that much. I know some people create layers of foliage decreasing in detail and quality the further you get away from the camera and if I'm working on an complex and heavy scene I'll do this but usually I don't need to. To populate a scene I have a file with all my proxy trees in it then I just import the ones I need and create my vrayscatter object for each different tree.

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