Rayscaper New Releases
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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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