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  • Select an object in the viewport. Click the Scatter over Selection button from the V-Ray Geometry Toolbar. The button is inactive until an object is selected in the viewport window.
  • Select an object in the viewport. Go to the Extensions menu > V-Ray > Objects > Scatter over Selection.
  • Select an object in the viewport. Open the Asset Editor > Geometry > Scatter and use the Apply to Selection option.
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To remove the Scatter from an object, use the Remove from Selection context option.

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Example: Avoid Collisions
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This example shows how the Avoid Collisions function works. Higher values result in larger distance between instances.

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01_Scatter_AvoidCollisions_OffAvoid Collisions = Off

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02_Scatter_AvoidCollisions_0x25Avoid Collisions = 0.25

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03_Scatter_AvoidCollisions_0x5Avoid Collisions = 0.5

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04_Scatter_AvoidCollisions_1Avoid Collisions = 1

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05_Scatter_AvoidCollisions_2Avoid Collisions = 2

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Camera Clipping

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Enable– When enabled, instances are limited to a camera view. The rest are clipped away. This option may improve scene parsing performance and lower memory requirements. It is disabled by default.

Extend View – Specifies an extension to the camera view in all directions. All instances inside the Extend View are not clipped.

Override Clipping - When enabled, the near and far threshold distances from the camera are overridden by the Clipping Near and Clipping Far values.

Clipping Near - Specifies the near threshold distance from the camera, when Override Clipping option is used. The near threshold value determines the minimum distance from the camera, before which instances are clipped.

Clipping Far - Specifies the far threshold distance from the camera, when Override Clipping option is used. The far threshold distance determines the maximum distance away from the camera, after which instances are clipped. 

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Notes

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Fancy Bullets
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  • V-Ray 6 provides the option for multiple special objects to be added in combination with a single group/component. This allows for Fur, Scatter, and Displacement special objects to be used simultaneously. Multiple Fur and Scatter assets can be added to a single object.
  • Special objects can be removed from geometry by double-clicking on the group/component, selecting the special object's widget, and then selecting the Erase option from the context menu (right-click to open the context menu).
  • When Mesh Light or Clipper are applied, no other special objects are allowed.
  • The Scatter Density map currently does not support raytraced textures.
  • Curve objects need to be grouped via G shortcut on windows or command + G on macOS to be added as Scatter Area Modifiers.
  • If Scatter is applied to a spline closing a face, its segments (edges of the face) are treated as individual splines.
  • Apply a material with 0 opacity for host objects that you don’t want visible in the rendered image.
  • Scene units in SketchUp are always calculated in inches.

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