Multiscatter 1.2.0 Cracked Torrent

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Edelira Longinotti

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Jul 10, 2024, 3:45:51 AM7/10/24
to liacromrahar

I have a multiscatter object, in this case a strip of grass, using a texture in the object colour slot. Looks great rendered on my machine. When trying to render with Distributed Bucket Rendering the buckets rendered on the other machine (set up identically) come out without that texture.

multiscatter 1.2.0 cracked torrent


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I have tried all sorts, from setting it to UNC paths, reinstalling multiscatter, replacing user paths on second machine. I'm starting to think this might be a bug as other multiscatter objects that don't use the object colour slot render just fine.

You have to have the actual object in the scene textured unhide it also, also check to see if you apllied material to scatter. I know you should not have to but sometimes it gets lost especially when proxy's are involved.

Sadly that didn't do it. Imported the grass object and made sure all the textures were within my scene file, as well as any xref'd files. I've included an image of the problem. Dark area rendered by other machine, vegetation in back is also multiscatter, but not using object colour.

if that black area is from a render node, it may be is not reading the texture map, all your machines are Max 2013? same Multiscatter version?, also here we use Relinkbitmap script, it work way better than Max build in map path organizer, sometimes textures written with Caps or lower case make a difference.

I have not had much luck rendering a single image with multiple machines. If I am doing an animation I like using one machine for say frame 1-50 and another for frames 50-100 and so on... Looking at the example, the gray color of the grass, what ever node rendered those buckets is missing the map or the original object is hidden in the scene. I have done this many times when hiding & unhiding geometry in a scene as I add things and do tests renderings, if I don't make sure the original object is not "unhidden" then I get the gray color no matter if a material is appplied and everything else looks good.

Object color is applied to multiscatter instance, and not to underlying geometry. The problem lies within how Multiscatter exports its information of nested map inside it's instance. Try putting the material into material editor, and instance it from there into multiscatter but leave the material in editor for 3dsMax to correctly export the texture.

Alright, so I've tried a number of suggestions with no luck. But I think I've got it worked down to the problem being with the MultiScatterTexture node. I tried a few combinations of settings with that node and all of them gave the same bad result, but disconnect it and presto, all green grass.

Are you using bitmaps or just the multiscatter texture? It seems to me that your render nodes can't access the bitmaps and xrefs so you need to make sure all your paths for bitmaps and xrefs are UNC and not on mapped drives.

The lower is a UNC path that all machines on the network will be able to find. Having a drive mapped like S: mean you have to have that drive mappes as S: on ALL machines on your network. In Max you can change all paths to UNC ones using the file explorer.

Checked assets and even went as far as copying the particular texture locally. But also, the MultiScatterTexture texture node even without an external texture has problems and doesn't render correctly over the Distributed Bucket Rendering. Trying it out on a new scene, just a plane, with a cube and a MultiScatterTexture on the diffuse of a standard material (basic basic stuff) it gave a bunch of grey buckets and a bunch of coloured ones.

I think perhaps the Multitexture dlo is the issue. This either needs to be local on all machines or in a plugin "pool" where you copy all your plugins so that all network machines can use them. I suggest copying it locally in to the plugins folder in your 3dsmax installation, on the machine thats having problems and see if that's your answer. Multiscatter is clearly working, in that the geometry is there, but the miltitexture is a separate .dlo.

Addressing the plugin dlo; I've now even tried copying it directly from my machine to the other machine, just in case it hadn't installed correctly, same for the mental ray and vray parts of the plugin.

ScriptSpot is a diverse online community of artists and developers who come together to find and share scripts that empower their creativity with 3ds Max. Our users come from all parts of the world and work in everything from visual effects to gaming, architecture, students or hobbyists.

It would be great if anyone could manage a scrip to transform multyscatter into instanced objects. I cant use my old max 2014 scenes with multyscatter because i dont have multiscatter for max 2015, and its just to much geometry to collapse to mesh.

If you mean to generate instanced objects from Multiscatter - There is a Utility to do it. It comes with Multiscater.
Go to Utilities -> Add More -> choose MultiscatterTool. And there is a button to generate objects. (instanced objects)
Bit too late, but maybe will help others with the same question.
Cheers,
P

To understand it, try a simple glossy shader in a white furnace test - no lights, just a fully white background and fully white shader color. At low roughnesses there is hardly any difference between GGX and GGX Multiscatter. At high roughness, GGX looses energy - it becomes darker at glancing edges where it should still remain fully white. GGX multiscatter behaves much better and remains nearly perfect white.

Essentially, the improvement is that unlike classical GGX, which only models single scattering and sets the contribution of multiple bounces to zero, this new model performs a random walk on the microsurface until the ray leaves it again, which ensures perfect energy conservation. In practice, this means that the "darkening problem" - GGX materials becoming darker with increasing roughness - is solved in a physically correct and efficient way.

The downside of this model is that it has no (known) analytic expression for evalation. However, it can be evaluated stochastically, and although the correct PDF isn't known either, the properties of MIS and the balance heuristic guarantee an unbiased result at the cost of slightly higher noise.

Modeling multiple scattering in microfacet theory is considered an important open problem because a non-negligible portion of the energy leaving rough surfaces is due to paths that bounce multiple times.

This effect can be clearly seen in high roughness glass, where a lot of light rays were killed because they happened to reflect on the glass itself rather than reflecting or refracting away, which you can see it the images provided by them:

Their model enable the sample (light) to bounce multiple times before being killed, Which result a more relastic and lighter result. It is also worth mentioning that this model enable more efficient energy conservation because the light will bounce till it loose all its energy.

However it doesn't really matter when the shader has low roughness since it is nearly imposible for the light to bounce on itself again, this can be seen in this shader with varity in roughness, you can see that the rough parts have a greater impact while smooth ones have almost no impact.

Well it is pretty obvious that you should use it when you have shaders that have high roughness to avoid the dark areas. notice that the amount of darknening is directly proportional to the roughness of the shader, so if you have a semi low roughness you don't have to use multiscatter.

If you use a roughness different from zero it won't make the material lock darker if you increase the roughness.
So it might solve problem with dark materials.It will probebly be useful if you are changing the roughness during an animation.

The thing they are considering physically correct is the part of conservation of energy, moving the light ray might be correct if it is quantum mechanics they are tying to simulate, but not as long as it is Einstein or Newtons laws we are talking about.

This is the preset of vegetation for using in 3Ds Max with multiscatter plugin. Also used megascan models.
- Scene has 8 named multiscatter layers
- Scatter surface has mapping and 2 noise modifyers, whitch you should paste to scatter surface in your scene

- In slate material editor you you can find access to distribution flow maps for each or the scatter layers and change them in depend of your needs.

All models and scene from preview are included.

Compatible with 3Ds Max 2016 and above.
Compatible with corona renderer.

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