Rayscaper New Releases
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Thanks,
The translation is pretty good. I did consider switching it back to English, as technical terms and software-related language can often lead to misunderstandings, but I’ll leave it in French for now.
I’ll keep an eye out and let you know if I spot any incorrect or ambiguous translations.
Your grass material is truly excellent—it’s a significant milestone for this version. And the customizable shortcuts are a big deal for me, so I’m really happy about that. Well done! -
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I’ve just realized that it’s the material color that determines the color of the grass blades—much like in V-Ray—which is a really great feature.
However, the limit slider for the density parameter currently prevents this "grass material" from being effectively used as "fur." The density in "synthetic grass" mode is the highest (likely due to the shape of the blades).
Would it be possible to lift this density limit in the future, or perhaps create a "fur" preset that’s better suited for that purpose?
In any case, well done!
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@krass - I'm not sure how it works in V-Ray, but in Rayscaper, the grass creates a scatter behind the scenes on the surface and then assigns UVs so your textures also work on the grass surface. We have some hard-coded grass patches in the software. The density limit is there for performance reasons; making it too dense could crash your GPU if it's not beefy enough, so there's a limit.
Way back, when I was a developer on the OctaneRender team, we implemented hair and fur using special hair "geometry," which is like tiny strings of geometry next to your normal triangles. I can also look at this method in Rayscaper. It's a bit of work, so I can't really promise this in the 1.0 release (which I wanna get out, because people think Rayscaper is crap because it's still in beta).
edit: I'll increase the density limit a bit in the next release anyway, then you are unblocked for creating carpets until we have something better.
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Thanks, does it chage anything if I subdivide th rug face?
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@pixelcruncher
Even in the beta phase, Rayscaper is still excellent, and the designers around me are looking forward to Rayscaper surpassing Thea Render in SketchUp -
lightscape said:
@pixelcruncher
Even in the beta phase, Rayscaper is still excellent, and the designers around me are looking forward to Rayscaper surpassing Thea Render in SketchUpI just completed a test scenario with a small resolution, and I used AI to remove the watermark (not for commercial use, just for the sake of visual appeal). Rayscaper's rendering capabilities are currently outstanding

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@Krass No, it wouldn't really help. Rayscaper scatters the patches with the configured density over the faces. More faces means just more work for the scattering engine.
We did some experimenting this afternoon, and might have something better soon(-ish).



Stay tuned!
Cheers,
Thomas -
it's very good !
I believe you used synthetic grass with large blade size... -
when grass type changes to meadow there is a bug fix (crush) in sketchup 2025 , in sketchup 2026 is fine work
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Using a texture as a scattering map—as well as deriving color from that texture—is a fantastic idea. However, I hope the issue regarding the inability to select a preset gets resolved; it’s a bug that causes a fatal error in SketchUp.

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