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If the Placeholders are enabled, the channel is rendered as pure black. This channel is used in the RPF format, for some Render Effects and by third-party plugins as "PSD Manager" from Cebas. Note 1: The use of Placeholder objects is incompatible with the G-Buffer channel "Coverage". These are only used for billboards in Mental Ray and if needed, you can modify them from Maxscript as: fastopac, tracedepth, opaclevel, selfillum, irradiance. In Forest Pack 6, Material->Forest Shader parameters are removed from the interface.These settings are specially necessary when rendering complex scenes with large number of instances. Always disable "Scanline" checkbox (in "Rendering Algorithms" rollout), and we suggest to enable "Use Placeholder Objects" (in "Translator Options").
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For previous versions, or small-to-medium size scenes, you can use BSP instead. It is available only in Max 2009 or greater.
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If you use billboards, don't forget to assignthe main light in the Shadows rollout. Instead it, use raytraced shadows in Mental Ray or VRayShadow in VRay. This plugin, based on Shadow maps, was written for Scanline renderer but is obsolete with the new rendering engines. XShadow is not compatible with Mental Ray and VRay.
#Free vray proxy trees 64 Bit
Generally, it's not a good idea to mix 32 bit and 64 bit nodes in 3DS Max, to avoid issues as rendering flickering or glitches in procedural textures. Because the different numeric precision of both architectures, some problems may appear as: misaligned objects, color variation and others. Don't mix 32 bit and 64 bit environments for rendering, you would get unexpected results.
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The 32 bit versions are very limited, and you may get memory errors when rendering complex scenes. You can use the Material Optimizer included with Forest Pack, to converts the materials to VRay/Mental Ray and tune up the texture maps. If you need to use opacities, disabling the filter map may help to speed up the render. Raytracers are slow computing transparencies, when possible use mesh leaves instead masked textures, although number of polygons be higher. Minimize the use of opacity maps in your plants. To use Boundary Checking mode with Mental Ray, Arnold and Corona, it is necessary to add a Forest Edge map Map to the material's Opacity input. If this mode is used with unsupported renderers, point mode is used instead. Boundary Checking > Edge Mode is compatible with V-Ray, Corona, Arnold and Mental Ray. In the following notes, we include technical information that can help you to optimize your renderings, and avoid some problems. Usually, these techniques push the rendering engine to its limits. VRayRT / Maxwell Render / Octane / Arion / Thea Renderįorest Pack includes native geometric shaders for the renderers listed below, making it possible to render scenes with millions of high poly trees, meshes and proxies:.