Falloff Map for Density Mask

replaced by MultiScatter
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trick
Posts: 25
Joined: Mon Jan 26, 2009 10:18 pm

Falloff Map for Density Mask

Post by trick »

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 ?

Could distance dependant density be controlled directly from within the VRS rollout ? Preferably by only using a userdefined falloff map ?
Duche
Posts: 63
Joined: Mon Jan 26, 2009 11:18 pm

Re: Falloff Map for Density Mask

Post by Duche »

trick wrote: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 . This is limitation that we add because view depended masks makes workin viewport too slow by permanent updating scattering .
trick
Posts: 25
Joined: Mon Jan 26, 2009 10:18 pm

Re: Falloff Map for Density Mask

Post by trick »

That's what I thought. But since this is not view but camera location dependant, wouldn't it be better then to put the parameters for distance dependant scattering in the plugin section by having near and far ranges and some sort of falloff slider ? IF camera position does not change, the plugin does not need to update !!
For a certain camera height making a good falloff map you need to do only once. But for each different camera height you really need to update the falloff settings in combination with a decent density number ? Some sort of interactive feedback would be nice.
Duche
Posts: 63
Joined: Mon Jan 26, 2009 11:18 pm

Re: Falloff Map for Density Mask

Post by Duche »

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.
trick
Posts: 25
Joined: Mon Jan 26, 2009 10:18 pm

Re: Falloff Map for Density Mask

Post by trick »

Of course. It's just a request I thought would not sit in the way if not used. An interface is only complicated if it is not designed well.
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