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Scatter Object Modifier

Maxwell Scatter allows you to easily distribute trees, stones, or entourage elements throughout your form•Z project. With

Scatter is a parametric object modifier, which means that it simply 'grows' on an existing form•Z base object, such as a terrain model.

The general workflow for setting up Scatter through the plugin is outlined below. See sections that follow for details on each step.

Workflow
  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.

Create MXS

 

Define Definition

The form•Z plugin introduces the concept of Scatter Definitions, which are defined and stored in the Object Modifier Library.

To invoke the Scatter Library, select Extensions> Maxwell Render> Object Modifier..., or click on  in the Maxwell Object Attributes pane. Click on the Scatter tab.

  • New Definition: Create new Scatter Definition in the project.
  • Delete Definition: Deletes selected definition in the list.
  • File Menu:
    • Open: Open a Scatter Definition file from disk. Definition is added to the Library.
    • Open and Replace: Open a Scatter Definition file from disk. Currently selected Definition is replaced with the one opened.
    • Save: Save a Scatter Definition file to disk.

Clicking on any Scatter Definition in the list will load its parameters and present them on the right:

  • Scatter Definition: Name of the Definition. Definitions, like materials, can be renamed at any time without severing the link to the objects to which they are applied.
  • Object: Select the MXS that will be scattered over the base object.

Descriptions of the remaining parameters may be found here: Maxwell Scatter.

The Scatter Library is stored with your project.

 

Apply Scatter to Base Objects

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

Render

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

  • Scatter uses very little storage space. A form•Z project with many scattered objects will be pretty much the same size as one without (other things being equal).
  • Using Scatter will not affect performance of form•Z during modeling in any way (compared with, for instance, millions of components).

  • Scatter can consume a great deal of memory when it is rendered. Fire rendering with a lot of Scatter objects on formZ 7 OSX (32-bit) or Windows 32-bit 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.

  • However, rendering in Maxwell Render (standalone renderer) will use all the memory available on your system, so rendering very complex scenes is possible.

 

Preferences

The display of Scatter can be globally enabled or disabled during export (Maxwell Display Options > Scene Tab > Scatter) and when previewing in Fire (In the Fire palette, click on the gear icon to edit preferences). When disabled, no Scatter objects will be generated in the scene.

Scatter 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 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.
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