I would still send this to [email protected] even though you found a work around so it can be fixed in the future.
-deke On Mon, Apr 23, 2012 at 17:05, Alex - <[email protected]> wrote: > 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 >> > > > _______________________________________________ > Nuke-users mailing list > [email protected], http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >
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