Search found 63 matches
- 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.
- 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
Please send copy of your letter with ID to my personal mail address mobilep800@mail.rugonta 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
- 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...
- 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!!!!
Yestrick wrote:On current dual Quad Xeons with 8GB RAM ?Duche wrote:Rendering time 1-3 hours per frame ...
- 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...
- 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.
- 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...
- 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...
- 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...
- Sat Jan 31, 2009 1:45 pm
- Forum: VRayScatter for 3ds max
- Topic: Ideas of using VrayScatter
- Replies: 9
- Views: 17739
Re: Ideas of using VrayScatter
Look at my answer here https://www.icube3d.com/phpBB3/viewtopic.php?f=7&t=9