admin wrote:We cant save this mode in MultiScatter because vrayproxy objects dont have material info. In VrayScatter we assign material direct to VrayScatter object. It was ok because only one proxy was used in one VrayScatter object. But in MultiScatter we we have more then one objects inside and need to have "parent" objects in scene. It gives many benefits. You can use any type of objects (not only VrayProxy). You can change or animate parent object and objects inside MultiScatter will be updated. You can use for example "TreeStorm" objects without converting to mesh with anumation. If you have long animation, converitng such objects to "animated vrayproxy" gives to you incredible huge files. Now you dont need to do it.
And ofcouse you need to save "parent" objects in scene. If you want to change path to proxy or geometry of proxy, just select "parent" proxy object in scene and do it.
If you dont need parent objects in scene, just hide it or put on hidden or nonrendrable layer.
I'm not completely agree with that...
Ok i can understand the vraymesh limitation for matrials, but, the force of vrayscatter is to provide very light scene and confortable workspace with that, and if we have to hide on a layer a lot of things, we loose a kind aspect of this plug... So, i've one idea :
If we can't import files likes vrmesh maybe could we import .max scene where is exactly what we wan't wit references from that external files no?
Imagine i've a "pack" of vegetation for a landscape that i'm using very often, so i can save the "pack" which contain : trees, one other with flowers, one other with bush etc. and in multiscatter import in one multiscatter object one pack of them, also with that way, we have some "scene" with objects to scater in traditionnal mesh with materials animations etc. And as you cans say it, if we wan't to change some of them you can add a simple button to open the source files, or import materials directly in the definitiv scene no?
Must be a great thing, because 20 trees and 30 bush + 15 flowers are REALLY heavy in MESH...
thank you (and sorry for this worst english...)