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Skatter Support

Posted: Tue Oct 18, 2016 5:15 am
by JVDA
The Raylectron website says: "CPU version fully support Skatter". But in my experience it doesn't fully support Skatter: Only full geometry is enabled, Proxies is only prepared for Vray, Thea and Maxwell. Are there any plans for supporting proxies in Skatter with Raylectron?

Re: Skatter Support

Posted: Tue Oct 18, 2016 11:16 am
by Support
yes it does fully support Skatter. Proxies are just another way to do it. Beside selecting Full Geometry, you need to select Render Only and this will not generate any geometry. It's the equivalent in selecting your own component for instancing in Skatter.

Re: Skatter Support

Posted: Sat Jan 04, 2020 8:57 pm
by Brandon
I know I'm resurrecting an ancient thread, but I wanted to use a Skatter-filled model today, with which I'd experimented in Thea Render for a while, before deciding that Raylectron was the better product. :-)

I discovered that since Skatter can't use the proxies with Raylectron, my simple grassy area filled with "full geometry / render-only" clumps of grass generated 28,000 textures and 140 megabytes of mostly-identical texture images (one set per every clump of replicated grass), and taking about five minutes to generate. It really hurt my system memory while Raylectron loaded the resulting model. It DID eventually load and render, however. But I can't imagine using Scatter for a more complex scene with a lot of trees and bushes too.

Any more current plans to get this sorted out? Or maybe someone could provide a tutorial for doing it ourselves. The brief answer above isn't detailed enough for me to figure out a process of my own.

Re: Skatter Support

Posted: Sat Jan 04, 2020 9:05 pm
by Support
The problem with this is that it export the geometry as triangles and Skatter paint the grass blades in a way that it create distorted textures per triangles, hence the many almost identical textures. This is something in the works, to try and export as many quads as possible beside triangles, which should fix the distorted textures. But we're also looking at another approach which will make this much easier and faster.