Search found 63 matches

by Duche
Mon Feb 09, 2009 1:15 pm
Forum: VRayScatter for 3ds max
Topic: upgrade vrayscatter
Replies: 3
Views: 11315

Re: upgrade vrayscatter

You need just send request with your purchase number to support by email.
by Duche
Fri Feb 06, 2009 12:42 pm
Forum: VRayScatter for 3ds max
Topic: Some questions and requests
Replies: 14
Views: 32455

Re: Some questions and requests

gonta wrote:Hello.
The .id file was sent to vrayscatter@icube.ru, but I have not received a keyfile yet.
Is the procedure wrong? Is anything necessary besides the .id
Please send copy of your letter with ID to my personal mail address mobilep800@mail.ru
by Duche
Thu Feb 05, 2009 5:09 pm
Forum: VRayScatter for 3ds max
Topic: VrayScatter video DEMO HD!!!!
Replies: 10
Views: 27979

Re: VrayScatter video DEMO HD!!!!

But you must understand - this demo is the special very hard task for testing possibilitys of VrayScatter. All this geometry was in one file, 3d motion blur used all the time and BF settings was too high. In real production process you can many ways to optimize the rendering time even for such compl...
by Duche
Thu Feb 05, 2009 4:59 pm
Forum: VRayScatter for 3ds max
Topic: VrayScatter video DEMO HD!!!!
Replies: 10
Views: 27979

Re: VrayScatter video DEMO HD!!!!

trick wrote:
Duche wrote:Rendering time 1-3 hours per frame ...
On current dual Quad Xeons with 8GB RAM ?
Yes
by Duche
Thu Feb 05, 2009 4:39 pm
Forum: VRayScatter for 3ds max
Topic: VrayScatter video DEMO HD!!!!
Replies: 10
Views: 27979

Re: VrayScatter video DEMO HD!!!!

Rendering time 1-3 hours per frame wih motion blur in HD 720 resolution. Fog was made on postproduction by Z channel Polygons: Trees 175 000 by 2 000 000 polygon per tree. Bushes - 30 000 by 500 000 polygon per bush Flowers - 200 000 by 5000 polygon per flower Grass 10 000 000 by 1000 polygon per gr...
by Duche
Mon Feb 02, 2009 9:45 pm
Forum: VRayScatter for 3ds max
Topic: Falloff Map for Density Mask
Replies: 4
Views: 13195

Re: Falloff Map for Density Mask

I think to add many options is not good way to get a good tool. Thats why we, for example, dont add possibility to use more then one proxy to one VrayScatter object. It needs overcomplicate interface but dont realy give new possibilites to users.
by Duche
Mon Feb 02, 2009 6:23 pm
Forum: VRayScatter for 3ds max
Topic: Falloff Map for Density Mask
Replies: 4
Views: 13195

Re: Falloff Map for Density Mask

When using the Falloff map (with distance blend set to camera viewing direction) you can control the density depending on the camera distance. This renders correctly but in the viewport this density is relative to the origin and not to the camera position. Is this a VRS or Max bug ? It is not a bug...
by Duche
Sun Feb 01, 2009 12:56 am
Forum: VRayScatter for 3ds max
Topic: Options
Replies: 5
Views: 14579

Re: Options

Duche, I understand that by using simple boxes to represent the scattered proxy's it's much faster and I'm not suggesting that you change that I'm saying that if you have 10 or 20 different proxies in the scene it's very hard to figure out which one is which. What if every time you created a scatte...
by Duche
Sun Feb 01, 2009 12:31 am
Forum: VRayScatter for 3ds max
Topic: Ideas of using VrayScatter
Replies: 9
Views: 17739

Re: Ideas of using VrayScatter

You seemed to be answering about the question of defining areas - I get that totally, but does this mean that will not be possible to select and remove single instances here and there? This is a pretty big limitation as it means VrayScatter will be almost useless in a large range of potential image...