Planetside Software Forums

General => Open Discussion => Topic started by: Hetzen on February 17, 2009, 09:11:28 am

Title: VrayScatter 2.0 - Looks rather usefull
Post by: Hetzen on February 17, 2009, 09:11:28 am
Is this made by the same people who did the Max to Terragen plugin? The landscape looks similar.

Now there is very little need to use VUE. Which is a good thing IMHO.

http://www.youtube.com/watch?v=cET7jx1t5vU&feature=related

http://rendering.ru/index.php/plugins/vrayscatter/
Title: Re: VrayScatter 2.0 - Looks rather usefull
Post by: Confusoid on February 17, 2009, 09:20:21 am
This is the part i like the most.     ;D

http://rendering.ru/index.php/plugins-manual/vrayscatter/using_of__vrayscattertexture/
Title: Re: VrayScatter 2.0 - Looks rather usefull
Post by: rcallicotte on February 17, 2009, 09:26:23 am
Wow.  I'm so jealous of 3DMax users.  It seems like 3DMax users and Maya users get all of the cool plugins.  Nice...
Title: Re: VrayScatter 2.0 - Looks rather usefull
Post by: rcallicotte on February 17, 2009, 09:49:19 am
Just found this - http://community.softimage.com/showthread.php?t=1002

;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D
Title: Re: VrayScatter 2.0 - Looks rather usefull
Post by: moodflow on February 18, 2009, 07:16:14 pm
Wow, very impressive population, lighting, and colors.  Right off the bat, they look the most photo-real out of all CG generated scenes I've seen yet.  Hopefully TG2 will get to this point...though it may be able to already with the right settings.
Title: Re: VrayScatter 2.0 - Looks rather usefull
Post by: Hetzen on February 19, 2009, 01:04:02 am
Does look good.

I agree Confusoid. I was thinking of trying to work out something similar within the population node and object textures. But at the moment I'm still grasping at the basics of TG2. I don't think it would be beyond the capacity, because something I've always noticed with TG2 populations is the lack of variety within colours. It would be good if you could select a number of objects to fill one population, then to procedurally affect it's variance. ie, several variations on a species model, and applying a fractal colour shift, without having to set up new populations. But maybe I'm jumping the gun here a little.

I also think a possible optimisation method maybe to set a canopy depth as well as a population perimeter depth, so that un-needed geometry can be ignored, to speed up renders. Again stuff for PS to think about.

The problem still remains with this plug-in and TG, is in getting those lovely procedural textures and landscape geometry into Max, and even then you are missing out on TG atmospherics.

Moodflow. Got to say it's the best I've seen yet animated, although I think the sun position helps that demo animation hide a lot of possible sins. Being able to get wind into the animation is a smart idea, it would be even better to see a vector delayed movement, ie rather than seeing all the grass move at the same time, there's a distance delay to when the object moves, eg the grass on the right moves before the wind gets to the grass on the left, like you would see with a real gust of wind.

The traffic plugin also looks usefull too.
Title: Re: VrayScatter 2.0 - Looks rather usefull
Post by: Tangled-Universe on February 19, 2009, 03:08:47 am
Quote from: Hetzen on February 19, 2009, 01:04:02 am
I agree Confusoid. I was thinking of trying to work out something similar within the population node and object textures. But at the moment I'm still grasping at the basics of TG2. I don't think it would be beyond the capacity, because something I've always noticed with TG2 populations is the lack of variety within colours. It would be good if you could select a number of objects to fill one population, then to procedurally affect it's variance. ie, several variations on a species model, and applying a fractal colour shift, without having to set up new populations. But maybe I'm jumping the gun here a little.


Applying fractal colour shifts is already possible.

Quote from: Hetzen on February 19, 2009, 01:04:02 am
I also think a possible optimisation method maybe to set a canopy depth as well as a population perimeter depth, so that un-needed geometry can be ignored, to speed up renders. Again stuff for PS to think about.


What do you mean by canopy-depth? I'm afraid my understanding of English runs a bit short here.
Prevention of rendering un-need geometry (backface culling/clipping, whatever you name it) is already included, but far from optimised yet.
Also very difficult for a render-type like TG2.

Martin
Title: Re: VrayScatter 2.0 - Looks rather usefull
Post by: Hetzen on February 19, 2009, 09:28:06 am
I thought it was probably possible.

What I meant by canopy depth, is anything below a certain height on a model gets ignored when it is within a dense population, ie not calculated to see if anything is in front of it. Just thought it could be a good cheat on cutting down processing.
Title: Re: VrayScatter 2.0 - Looks rather usefull
Post by: rcallicotte on February 19, 2009, 09:48:21 am
Check out some of the renders on this page - http://community.softimage.com/showthread.php?t=1002&page=3