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This page provides information about V-Ray Scatter in V-Ray for SketchUp.

 

Overview


The V-Ray Scatter creates instances of objects using the surface of another objects to generate points.

 

UI Paths


 

||Asset Editor|| > Create Asset > Geometries > Scatter

||Asset Editor|| > Geometries (right-click) > Scatter

 

||Extensions|| > V-Ray > V-Ray Objects > Scatter over Selection


||V-Ray Objects Toolbar|| > Scatter over Selection

||V-Ray Objects Toolbar|| > Scatter Viewer


 

Creating V-Ray Scatter


The V-Ray Scatter button is inactive until an object is selected in the viewport window. When you select an object in the scene the V-Ray Scatter button will become active.

 

V-Ray Scatter consists of two types of objects - Host object and Guest objects that are scattered over the Host object's surface.

Scatter Host object can be created from the Extensions menu > V-Ray > V-Ray objects > Scatter over Selection or from the Asset Editor > Geometry > Scatter and use the Apply to Selection option.

After creating a V-Ray Scatter Host object, a bounding box with a V-Ray Scatter icon will appear in the viewport around the selected object.

Guest objects can be introduced to the Host object in two ways. 

  • Select an object in the viewport and use the Add Guests button in the Asset Editor. The object appears under the Add Guests button.
  • Quick way to introduce a Guest object is to drag and drop a preselected object from the viewport on to the Host object. In this case the Guest object can be removed by using the drag + shift function.

 

 Make sure that the Scatter Viewer is active in order to see the scattered Guest objects in the viewport window.

 

 

Parameters


Density – Determines the approximate count of instances in a square meter. When a texture is used, the density value can still be used. Black color in the texture discards all instances in the area. Areas colored with white receive maximum density.

Seed – Controls the random seed of the Scatter. Change the integer value and refresh to get a different random distribution.

Axis Filter – Filters the faces that will be used for instance positioning.

All Faces – The points/instances are generated uniformly on all object faces.
Facing Up – The points/instances are only placed on object faces oriented upwards in the scene. Note that host component transformations are ignored.

Orientation – Specifies the initial orientation of the instances.

World Up – All instances are positioned upright independent of the base/host surface face normals.
Along Normals – The instances are oriented based on the base surface face normals.

Collision Detection – If turned on, bounding boxes of instances that overlap any other instance bounding box will be skipped.

Add Guests – Adds the currently selected scene objects to the Guests list. The objects in this list are scattered on the base geometry.

Scatter Viewer must be activated prior to selecting special objects in the scene viewport in order to add them as Guests.


Guest Origin
– Determines how the objects are positioned relative to the random Scatter points.

Bounding box bottom center – The bounding box bottom center of the object is matched to the instance point.
Bounding box volume center – The bounding box volume center snaps to the instance point.
Object origin – The original object origin point snaps to the instance point.

Preview Mode – Changes between a Bounding Box or Point Preview for the instances. Note that the point positions are determined by the origin of the guest.

Preview Percentage – Limits the number of previews displayed in the viewport. Use this to optimize the viewport performance.

 

Rotation


Rotation Min – Minimum angle for the random instance rotation around its up axis.

Rotation Max – Maximum angle for the random instance rotation around its up axis.

 

 

Scale


Random Min – Minimum factor for the random instance scaling.

Random Max – Maximum factor for the random instance scaling.

Scale Multiplier – Uniform scale multiplier for the instances. This value is combined with the random scaling.

 

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