And a higher count of objects in a scene is equalized to use more of the memory. The Multiscatter plugin arrange the objects only in the areas, which are visible by the map for the mask.Īt this point of the project we noticed that we have to use a higher count for the quantity of the scattered objects as we could see in the result. ![]() For the distribution object we took the plane with a fit planar UVW mapping. Simplified this method -for that article called Method 1- looks like in the next picture. In the next picture you can see the different areas for the scattering in the project. Additionally it is easy to create hard edges between different areas, like the dark and the bright grass of the green. The advantage is that all areas have the same mapping and so it is possible to create the maps easily in Photoshop. Our first thoughts for the project were, to model the environment from a plane and then scatter the different objects like trees, grass and bushes by maps on the same plane. The white area, the distribution map, is nearly 16th part of the black area, which is the distribution object. ![]() The next pictures are an example for such this situation. During the process of the project we noticed that Multiscatter has a few problems with maps for distribution which are much smaller than surface. ![]() It is a great plug-in for scattering objects on a surface. For the project golf course we used the 3ds Max plug-in Multiscatter of the company Visual Dynamics to create the vegetation.
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