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In this case, the Guest
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  • Select an object in the viewport and use the Add Guests button in the Asset Editor. The object appears under the Add Guests button.

  • Drag and drop a preselected scene object from the viewport onto the Scatter Host object. 
  1. First, make sure the Scatter over Selection is still active after Scatter is applied over the Host object.
  2. Then select the object that will become a Guest.
  3. Drag and drop it onto the Scatter Host object.
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A SketchUp component used as a Scatter guest needs to have the component instance present in the scene in order to scatter it. Deleting the instance removes the guest despite the component still being present in the SketchUp project. The extra object can be manually hidden (right-click > hide), placed in a separate hidden layer, or moved on the Scatter host surface after scattering.

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Slope Limitation

Limits scattering only to 'slopes' at certain angles. The lower the angle range is set, the smaller the angle at which scattering stops.

Local – The slope limitation is measured according to the up vector of each individual guest object. See the Slope Limitation orientation Example.
World – The Slope Limitation for all guest objects is measured relative to world up vector. See the Slope Limitation orientation Example.

Angle From – The lower limit of the range outside which instances get filtered out. See the Slope Limitation Angle Example.

Angle To – The upper limit of the range outside which instances get filtered out.

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See the Slope Limitation Angle Example.

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Slope Limitation Angle Example

The Slope Limitation Angle removes instances based on the angle of the underlying geometry. This option can be used to remove geometry from steep areas as well as shallow areas.

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Angle From = 0.0, Angle To = 45.0

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Angle From = 0.0, Angle To= 20.0

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Angle From = 5.0, Angle To = 20.0

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Slope Limitation orientation Example

The Local and World Slope Limitations determine the up-vector. The Local option uses the up vector of each individual guest object. The World option uses the world up vector of the scene. In this example, the Slope Limitation Angle is set to 0.0-45.0.


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Bounding Box Scattering

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This submenu is only available when the scattering mode is set to 3D -  In a Bounding Box.

Instances Count – Gives the total number of instances on all Host objects. Note that adding Area Modifiers or defining Slope Limitation will decrease this number. If the Per Cubic Volume option is enabled, the scattering is defined by the density.

Per Cubic Volume – When enabled, the number of instances is determined by the count combined with the size of the host's bounding box volume. The value specifies the length of the distribution cube's side/edge. If the Count value is set to 1, this number determines the relative density of the instances.

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Rotates the instances From the given degrees up To the given degrees continuously. A map can be applied. If it is enabled for a given axis, its rotation values are overwritten by the map. 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.

Step Size – Specifies the random step size.

Normal Alignment – When a value, different than 0 is entered, the instances are aligned according to the world up axis. This is useful when the host object is curved and the scattered objects need to remain vertical, not follow the curve of the surface. Positive values mean that the instances are aligned to the +Z axis (vertical up) and negative values mean that the instances are aligned to the -Z axis (vertical down).

Preserve Rotation – Preserves the original rotation of the objects. 

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Random Scale

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Add Modifier – Specifies objects to be used for generating projected areas of exclusion or inclusion of Scatter guests. These areas are projected along specified axes and determined by the dimensions of objects or splines included in this list. Scatter Area Modifier objects cannot be the same as the Scatter Host objects. Note that Area Modifiers are available only in Surface and Volume Scatter modes.

Operation 

Include – only instances within the projected area are created.
Exclude – only instances outside the projected area are created.

Axis – Determines the plane of the area modifier projection along the X, Y or Z axis.

Falloff Near – Determines the distance from the selected area modifier object where the falloff begins its effect. The falloff range is the gradual fading of the area modifier effect between 100% and 0%.

Falloff Far – Determines the distance from the selected area modifier object where the falloff range ends and the area modifier loses effect.

Scale – Scale factor affecting instances between the Near and Far Falloff distances. The value represents the effect strength at the end of the falloff range.
For example, a value of 0.5 causes instances to have a scale of 0% at the Falloff Near distance gradually increasing to 50% at the Falloff Far distance. Note that a value of 0 negates the falloff effect altogether.

Density – Density factor affecting instances between the Near and Far Falloff distances. The value represents the effect strength at the end of the falloff range. For example, a value of 0.5 causes instances to appear at a density of 0% at the Falloff Near distance gradually increasing to 50% at the Falloff Far distance. Note that a value of 0 negates the falloff effect altogether.

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Offset Area Modifier objects that obstruct your view by moving them along their projection axis. This way they produce the same effect but are out of sight.

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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.
  • Aply a material with 0 opacity for host objects that you don’t want visible in the rendered image.