MultiScatter 1.1.09d For 3Ds MAX 2009-2013 X64.torrent Hit VERIFIED
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MultiScatter 1.1.09d For 3Ds MAX 2009-2013 X64.torrent Hit
How can we do that? If you have a road of a single vehicle with only metallic material, you can enter in MultiScatter settings, the amount of objects and the list of objects. The settings are changed according to this data, for example, one road could have 20 000 objects and on that road there are two cars, one with one wheel and one with four wheels. The difference is this object will have different materials and textures for example, the two cars will have metal and wooden materials, the one with four wheels will have metal and glass material, etc.
MultiScatter is a plug-in for 3ds Max, based on VRayScatter technology its designed to work not only with V-Ray but also with Arnold, Mental Ray, Corona, Octane, Maxwell, FStormRender (others can be added by using our SDK)
MultiScatter is aplug-in for 3ds Max, based on VRayScatter technology its designed to work not only with V-Ray but also with Arnold, Mental Ray, Corona, Octane, Maxwell, FStormRender(others can be added by using our SDK)
MultiScatter allows rendering engines to generate huge amount of objects in array.
The support for 64-bit systems allows MultiScatter to create and submit for render, for example, forest or even a city in a blink of an eye.
Quick render time generation of objects with optimized RAM management makes process of scene creation very efficient.
Another outstanding feature of MultiScatter is the ability to store polygon models in VRayProxy memory. For an object, defined to be UltraLight, this means that only a limited amount of RAM is needed and that Polygons as well as its UV coordinates and texture coordinates are stored for rendering on the server side and sent to the client.
If the content is UltraHeavy the model is simply downloaded to VRayProxy memory and off you go. Additional advantages are (when the RAM is sufficient and you want to do more with a Heavy or UltraHeavy content) that you create multiple objects in one call or use procedural maps to move a huge amount of objects. The rendering is done in bursts and the RAM stays optimally clear without reserving large amounts of RAM for the render.
the most exciting feature of multiscatter is a quick generation of an array of objects right before rendering. those very 500 000 objects are created in only 2 seconds before rendering. another outstanding multiscatter ability is uploading and downloading from vrayproxy memory if needed (as and when necessary). this allows the application of polygon models without missing productivity and capacity of ram.
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kynode scatterscatter xsi (https://scatterxsi.wordpress.commatrix variant (non versioned)https://matrixvariant.blogspot.comfossportal scatter:https://sourceforge.net/projects/scatterxsi/ (now moved to scatterexsi.info)might be harder to find:https://github.com/compuk/scatterxsi
multiscatter versions: 1.051,1.057,1.060,1.071,1.072,1.073,1.074,1.076,1.077,1.081,1.082,1.083,1.084,1.086,1.087,1.088,1.089,1.090,1.091,1.092,1.093,1.094,1.096,1.097,1.098,1.099,1.100,1.101,1.102,1.104multiscatter versions:2.0 (based on unity4.x), 2.1 (based on xsi addons)scatterxsi: 2.2 scatterxsi: 2.4, 3.0, 3.2 (based on unity4.6.x), 126.96.36.199 (based on xsi)v-ray:1.0 , 1.3 , 1.5 , 2.0 , 2.2 , 2.3 , 2.4 , 2.6 , 3.0 , 3.2 , 3.3 , 3.4 , 3.5 , 3.6 , 4.0 , 4.1 , 4.2 , 4.3 (next)