False alarm. For future reference... Turns out this was actually something else.. Seems like using multiple scene nodes in sequence was causing the points to be culled..
If you refer to the DAG screen shot there are 2 setups, one with a series of transformGeo nodes and scene nodes being used in sequence to double the point coulds, 2,4,8 etc, and another with many Transform Geo nodes and a single Scene node 1,2,3,4 etc. DAG screenshot: http://dl.dropbox.com/u/3656251/rendermanCullExample_v001.jpg Both layouts produce identical output, and render the identically in the ScanlineRenderer, but via Renderman each additional Scene node causes more points to be culled.. -Alex On Mon, Apr 23, 2012 at 12:38 PM, Alex - <[email protected]> wrote: > Hey guys... > > I'm having some issues rendering point clouds using the PrmanRender node. > > Basically im using the PositionToPoints -> ParticleEmitter hack to render > a bunch of little objects that I dont want to use real geo for.. > Using the PrmanRender node I can render 1 or 2 instances perfectly, but > once I jump to 3 or more Renderman starts to randomly cull points from my > scene, the Scanline renderer will keep rendering all the points no matter > how many I throw at it, but Renderman culls more and more as I throw more > at it.. > > Does anyone know if the Nuke to Renderman exporter being used by the > PrmanRender node has some sort of preset upper limit or particle count? > If so can it being modified anywhere vaugely accessable?and > > Regards > Alex >
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