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By wr1nkles
#291997
Hey Guys, i'm not sure if this is a 3D Max quesiton or a material question..

However, I have been using a grass map that I downloaded from the mxm gallery to simulate grass on my terrain.
What I have been doing is creating a plane as instructed and applying the material. However, the problem I have is that while one plane (with material assigned) renders relatively quickly, when i scatter and instance about 10,000 of them, it seems to take forever to even get to SL 1. Still about 15 mins and counting.


Now im not sure why it would be taking so long, as instancing should really be reducing my memory right?

Any ideas as to what would be causing this?

I believe that this particular material has no SSS.

I'd Appreciate any help.
By wr1nkles
#292000
Image

I have attached the result of 2 hours rendering and it looks as though the plane that i have scattered the grass along some how deforms? I'm not really sure what's causing it.

Also attached below is a screenshot of my setup and the scattering settings.

Image


Cheers Brian,
[/img]
By wr1nkles
#292146
Cheers Brian and Fernando. I might try PF Source and see how i go.

Kind Regards,

Nik
User avatar
By Bubbaloo
#292148
Here's a little stepby-step I put on another site. Hope it helps.
I'll give you a quick step by step.


1. First, assuming you have modelled an object you want scattered around and a surface to scatter it on, click on the PF Source button in Particle Systems and drag it to create it. It doesn't matter how big it is, it doesn't render, it's just an icon.

2. In the modify panel, setup, click the "Particle View" button. This opens up the particle view box.

3. This particle view box has a default Event set up already. We will modify this for our purpose of creating a scatter type effect. Delete the "Position Icon 01(Volume)", "Speed 01 (Along Icon Arrow)", and "Shape 01 (Tetra) events.

4. The "Birth 01" event is where you set how many instances or "particles" you want scattered. Click on "Birth 01" and change the "Emit Stop" to 0. This will create a constant amount of particles instead of it emitting particles over several frames.

5. In the "Amount" this is where you define how many instances you want placed on the surface. For now set it to a low number like 100.

6. The "Rotation 01" is where you set up the type of random rotation you want your instances to have. There are several choices in the drop down. Change this to "Random Horizontal".

7. Next we will define the surface to apply the particles on. In the list below, click and drag "Position Object" up to your list and place it under "Birth 01". Click on it. Under "Emitter Objects" click Add or By List and choose your surface object. Under "Location" Choose "Surface". Notice your tick marks appear on your surface.

8. Next from the list below, click and drag the "Shape Instance" event and place it above the "Display 01" event. In the Shape Instance 01 properties, under "Particle Geometry Object" click the none box and choose the object you want to scatter.

9. After you set the other params like scale % and variation %, you can change the "Display 01" Type to Geometry to see you scattered objects in the viewport. Just be sure to turn them back to Ticks before you increase the number of particles too high.

That's it. You're all set. There are many more options and events you can add. I recommend experimentation...
By wr1nkles
#292236
Gee Thanks Brian!

I really appreciate that!.. I'll be sure to re-post it once i have some luck :)

Cheers again!
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