Hello,
we're using Multiscatter 1.0.18a on Max2010 and
currently we are switching a scene with massive use of multiple lights and multiple scatter objects from VrayScatter over to MultiScatter.
Now it seems that a MultisSatter object completely ignores the Include/Exclude-list of both Max- and Vray-lights.
For example I have scattered trees in my environment which have to use a special extra light source instead of the main light source, so I have to exclude them from the main light and include them into the illumination list of the extra light. With VrayScatter, this worked perfectly. But Multiscatter still gets lighted by the main light instead of the second one and completely ignores the exclude-settings.
Any idea how this could be solved?
Thanks in advance,
Stefan
https://www.virgin-lands.com/
Multiscatter doesn't react to Light Include/Exclude
Re: Multiscatter doesn't react to Light Include/Exclude
Try to switch include/excluse not for MultiScatter object but for base objects used inside MultiScatter - it have to work.
Re: Multiscatter doesn't react to Light Include/Exclude
Hello an thanks for your answer, but
I'm afraid, no, it still won't work, even when I only use the source scatter object in the exclude-dialogue.
I took the following steps zu test this:
1) New scene, create one big and one small sphere
2) While having the big sphere selected, create a Multiscatter object so the big sphere is used as surface object.
3) Add the small sphere as scatter object, so it is distributed over the big one
4) Create one omni light source and exclude the small source sphere in the exlude dialogue
5) Now when rendered, only the small sphere is excluded from the light an appears black. But according to you, also the MultiScatter object should be dark, but unfortunately, it isn't
Are you able to replicate these steps and get the same result? Or did I miss something essential?
I'm afraid, no, it still won't work, even when I only use the source scatter object in the exclude-dialogue.
I took the following steps zu test this:
1) New scene, create one big and one small sphere
2) While having the big sphere selected, create a Multiscatter object so the big sphere is used as surface object.
3) Add the small sphere as scatter object, so it is distributed over the big one
4) Create one omni light source and exclude the small source sphere in the exlude dialogue
5) Now when rendered, only the small sphere is excluded from the light an appears black. But according to you, also the MultiScatter object should be dark, but unfortunately, it isn't

Are you able to replicate these steps and get the same result? Or did I miss something essential?

Re: Multiscatter doesn't react to Light Include/Exclude
Ok, we need some time to clear this situation.
Re: Multiscatter doesn't react to Light Include/Exclude
Sorry, but include/exclude object list is a option of light. But MultiScatter generate objects during rendering process and there is no way to add this objects to lists inside lights.
Re: Multiscatter doesn't react to Light Include/Exclude
Uh. Wow... this is something you should definetly point out in the next version of Multiscatter's help file, cause using multiple light sources parallel is something that's quite often used once e.g. certain shaders or objects need specific light settings.
Because VrayScatter was capable of this, I presumed Multiscatter should also have no problem with the exclude lists. We're currently working on a cine project which makes heavy use of multiple Vrayscattered natural environments and I am in the process to convert our very huge scenes over to MultiScatter to get around some memory issues we had in the past. Looks like I have to rework the whole light setup now or go for some extra passes.
Pitty. Ok, thanks for your help. And in the case you nevertheless stumble across a solution, please let us now
Because VrayScatter was capable of this, I presumed Multiscatter should also have no problem with the exclude lists. We're currently working on a cine project which makes heavy use of multiple Vrayscattered natural environments and I am in the process to convert our very huge scenes over to MultiScatter to get around some memory issues we had in the past. Looks like I have to rework the whole light setup now or go for some extra passes.
Pitty. Ok, thanks for your help. And in the case you nevertheless stumble across a solution, please let us now

Re: Multiscatter doesn't react to Light Include/Exclude
We have big discussion today about this problem and possibly have found way how to solve it. We will try to do it in next build, but it needs some time.
Re: Multiscatter doesn't react to Light Include/Exclude
Marvelous! Thanks for taking the user-feedback so seriously 
