Carbon Scatter

All XfrogPlants are verified to work in Carbon Scatter for Cinema4D, 3ds max, and Maya.
EU41-carbonscatter-multiscatter
Common Facts:
The way the new shaders are linked to the object is the same as before & all file texture paths are relative i.e they do not have an “absolute” path in them. In short the file texture path is “stripped off”

Carbon Scatter work on a proxy based workflow, i.e it seems to take in the objects (if geometry) and convert them into proxies and then distribute them.

For Max:

  • Standard scene with basic VRay lighting setup
  • merge the tree
  • Check if all the textures are showing. (If not then there is a texture path resolve issue within max – check the project settings)
  • Apply Carbon Scatter to the object to which scatter on
  • Add the tree object into Carbon Scatter
  • Populate as desired

For Maya:

  • Same steps as for max adding
  • Re-linking the proxy shader to the assigned materials.
  • Substituting the CS shader by the proxy shader inside CS.
  • Populating the scene as desired.
  • In-short, use the proxies just as you normally would and then add them into CS and then change the shader to the VRay Proxy Shader.

General Troubleshooting:

  • Check if the tree renders all by itself – ie open up the tree file and see if it is rendering.
  • Import the tree into your CS scene and see if it renders by itself (before adding into an ecosystem).
  • If you are working with proxies, then check if the proxy geo and the proxy shader (if applicable) are connected properly.
  • Try converting texture path to “absolute” and then see if it is rendering.
  • Reset Max
  • Work with UNC on / off (try with both options to see which is working)