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This page provides information about Chaos Scatter integration in V-Ray for Maya.
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Overview
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Curve Scattering
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The options in this menu are active when the scattering mode is set to 1D - On Curves. Spacing – Determines the spacing between instances in scene units. Jitter – Randomly jitters instances along the curve. Each instance has Spacing applied on both its sides, except the instances at the end of the curve. The Jitter value is divided between those two Spacings. In order to allow instances to jitter in all their Spacing distance, the Jitter needs to be set to 2. Offset – Determines how much the instances are offset in one direction of the curve. When set to 1, all instances replace the one after them, as the offset is equal to the whole value of the Spacing. Follow Curve – Determines how scattered instances are oriented along the curve. Assigning a value of 1, makes instances follow the curve and are oriented along the local tangent direction. |
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Surface Scattering
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The options in this rollout are active when the scattering mode is set to 2D - On Surfaces. Distribution – Specifies the distribution mode of the objects. Random distribution – This mode scatters instances randomly on all mesh objects. It is enabled by default. Map Channel – Determines which UV map channel is used for the scattering when UV Map Distribution mode is selected. Map Channel Name – Specifies the UV Map Channel name. |
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Random Distribution
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Count – Defines an exact number of instances to scatter - either overall, or per area in the case of scattering defined by density (Per Square option). The number is always limited by the Instance Count Limit option. Per Square – When enabled, the number of instances to scatter is defined by density (Count per square having the given edge length). The number of instances is always limited by the Instance Count Limit option. Square Size – The specified value is the edge length of a square defining an area for computing the scatter density. The length is measured in world units. Density Texture 1 – Allows a black and white texture map to be assigned. The map determines how the instances are scattered on the surface. |
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UV Map
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Pattern – Determines a pattern for the scattering. Grid – Rectangular grid. Lock V – When enabled, the values of the V coordinate for Spacing, Jitter and Offset are locked to the U coordinate's values. Spacing – Scales the pattern in UV space. When Spacing is set to 1, the pattern occupies the whole space. When Spacing is set to 0.5, the pattern is repeated twice. Jitter – Determines what percentage of the instances are randomly placed. When Jitter is set to 0, all instances are placed according to the UVW mapping. When Jitter is set to 1, all instances are randomly placed. Offset – Offsets the pattern by the given value. Keep in mind that 0 and 1 Offset gives the same result, as 1 moves the pattern by one whole repetition. |
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Edge Trimming
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Enable Edge Trimming – Toggles the Edge Trimming function, which "trims the edges" of the Scater geometry, removing any instances that scatter outside of the Target Objects or the Include/Exclude Objects. The typical use cases of Edge Trimming include:
In addition to making the scattering look more refined and natural, the edge trimming feature boosts performance by removing some of the instances you save from RAM and making parsing time shorter. See the example for more. |
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Example: Enable Edge Trimming
Turning on the Edge Trimming function deletes all grass strands that are outside of the Target Object, creating a clean line, imitating that the grass has been professionally cut.
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Slope Limitation
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Bounding Box Scattering
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The options in this rollout are active when the scattering mode is set to 3D - In bounding box. Count – Defines an exact number of instances to scatter - either overall, or per a volume in the case of scattering defined by density (Per Cube). The number is always limited by the Instance Count Limit option. Per Cube – When enabled, the number of instances to scatter is defined by density (Count per cube having the given edge length). The number of instances is always limited by the Instance Count Limit. Cube Size – Specifies the edge length of the cube defining a volume for computing scattering density (Count, Per Cube). The length is measured in world units. |
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Transformations
Translation
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Moves the instances From the given distance To the given distance on the corresponding axis (in scene units). A Map 1 can be attached. RGB maps can be used to control translations in specific axes (Red = X; Green = Y; Blue = Z). Grayscale maps control all axes proportionally. Map Mode – Determines how the map is interpreted to control the translation. Map Fixed – Black areas of the map represent the From values. White areas of the map represent the To values. No randomization occurs. Map Axes – Determines along which axes the Map is applied. Step – Determines a fixed distance by which all instances translate. If the values is left at zero, instances are translated continuously. Values greater than the difference between To and From result in all instances translating to the value of To. Step Axes – Determines along which axes the Step is applied. |
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Rotation
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Rotates the instances From the given degrees up To the given degrees continuously. A Map 1 can be applied. RGB maps can be used to control the rotation of each axes individually ( Red = X; Green = Y; Blue = Z). Grayscale maps control the rotation of all axes proportionally. Map Mode – Determined how the map is interpreted to control the rotation. Map Fixed – Black areas of the map represent the From values. White areas of the map represent the To values. All values in between are on the grayscale spectrum. No randomization occurs. Map Axes – Determines along which axes the Map is applied. Step – Determines a fixed degree by which all instances rotate for the enabled axes. If the value is set to 0, instances are rotated continuously. Values greater than the difference between To and From result in all instances rotating to the value of To. Step Axes – Determines along which axes the Step is applied. Normal Alignment – When a value different than 0 is entered, the instances are aligned according to the world Y axis. A value of 0 means the objects are following the target surfaces curve and 1 means they are fully upright along Y. This is useful when the Targets object is curved and the Models objects need to remain vertical, not follow the curve of the surface, e.g. trees on a mountain. Preserve Model Rotation – When enabled, instances preserve the original rotation of the Instanced model object. Otherwise, the original rotation is ignored. |
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Scale
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Scales the instances From the given value To the given value continuously. When Uniform Scaling is enabled, the X axis values are applied on the whole Distribute-on target object. A Map 1 can be applied. RGB maps can be used to scale axes individually ( Red = X; Green = Y; Blue = Z). Grayscale maps control the scale of all axes proportionally. Map Mode – Determines how the map is interpreted to control the scale. Map Fixed – Black areas of the map represent the From values. White areas of the map represent the To values. All values in between are on the grayscale spectrum. No randomization is applied. Map Axes – Determines along which axes the Map is applied. Step – Determines a value for scaling that is applied to all instances. Values greater than the difference between To and From result in all instances scaling to the value of To. Step Axes – Determines along which axes the Step is applied. Uniform Scaling – When enabled, all instances in all axes are scaled according to the values of the X axis. Preserve Model Scale – When enabled, instances preserve the original scale of the Models object. |
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Areas
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Example: Include Curves Animation
Chaos Scatter parameters can be animated. In this example, the Include Curves list is animated. You can create effects like growing a forest using the Near and Far parameters.
Viewport
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Notes
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| Density Texture and maps added to Translation, Rotation and Size are not represented in the viewport. For more information on texture interpolation, see the Texture Filter section.||||
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