Geometry Mass Instancer 1.3.0 (maya plugin)
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Mass Instancer is a production quality plugin built for creating complex geometry instancing effects using Maya and Mental Ray. By combining numerous customization parameters and particle-driven instance placement, effects such as large crowds, cityscapes, forests and explosion debris can be set up with ease.
Demo limitations: number of instances limited to 20, size of input geometry array limited to 1 and LOD functionality disabled.
Introduction
Mass Instancer is a production quality plugin built for creating complex geometry instancing effects using Maya and Mental Ray. By combining numerous customization parameters and particle-driven instance placement, effects such as large crowds, cityscapes, forests and explosion debris can be set up with ease.
Compatibility
The plugin is currently compatible with Maya versions 2008 - 2011 (32 and 64 bit) on Windows.
Plugin Features
- Particle-driven instance translation, rotation and scale attributes. - Advanced frame-by-frame cycle functionality for setting up individual behaviour in crowd simulations. - Customizable level of detail controls. - Support of multiple materials on a single mesh. - Geometry and raytracing level of detail options. - Support of render proxies (also known assemblies and delayed read archives). - Customizable randomization of translation, rotation and scale values. - Support of all material properties, including displacement. - Material and raytracing mode overrides for generated instances. - Support of animated geometry. - Intuitive user interface for setting up instancing effects with a few clicks.
Included Files and Folders
- demo videos: example video renders showing the shader in action - mass_instancer_documentation: product manual - mass_instancer_setup: 32-bit installer - mass_instancer_setup_x64: 64-bit installer
Raytracing Demo
This video shows how the shader can be used to create a large scene with full raytracing. Based on distance from the camera various levels of detail are used by the shader, including its ability to turn off various raytracing functions to make the scene renderable using limited memory.
Rendering performance information...
Test machine: Core i7 3.06 GHz, 8GB of RAM, Maya 2009 64-bit Number of triangles per robot at max LOD level: 75808 Number of triangles per robot at min LOD level: 1454 Number of robots in the scene: 2626 Shaders used on the robot: Maya Anisotropic and Mental Ray Car Paint Render resolution: 1280 x 720 Render time of heaviest frame (beauty pass): 16 seconds Render time of heaviest frame (occlusion pass): 57 seconds Render time of heaviest frame (ground occlusion pass): 37 seconds Max memory used by Mental Ray during rendering: 300MB
Crowd Demo
This example shows how the shader can be used to render a basic crowd simulation. A single character with a 24-frame walk cycle was used to create this example.
An overview of how to use the shader is shown in this video, starting with basic instancing setup and progressing onto the use of particles to define instance positions and rotations.