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  1. Create MXS: Scatter places MXS references. ot necessary if you have already built or purchased a collection of MXS entourage.
  2. Define Scattering Parameters. Set up density, random scaling, and random rotation in a Scatter Definition. are created in the project's Object Modifier Library.
  3. Apply. Any number of Scatter Definitions may be applied to a base object, via the objects Maxwell Attributes.
  4. Render. Scattered objects are generated at render time.

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To apply one or more Scatter definitions to a base object, such as a terrain model, see: form•Z formZ | Object Attributes and Modifiers

Render

There are a few things to keep in mind when using Scatter, from a resources point of view:

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Note
titleScatter in Fire
To show Scatter in Maxwell Fire, enable Maxwell Features> Scatter in Fire Preferences. In the formZ 7 OSX (32-bit) and Windows 32-bit pluginsbit plugins, keep this option disabled, except when doing small tests to set up the look of the Scatter. Attempting to render vast numbers of scattered objects in a 32-bit plugin can lead to out-of-memory issues. Use the formZ 8 OSX (64-bit) or Windows formZ 7/8 64-bit versions to eliminate this restriction.