RE: Particle volume rendering problem

2016-11-25 Thread Sven Constable
I tried with different cameras. Rotated and translated both cam and point 
cloud.  The missing particles stays the same even if rendered from different 
angles. Like a boolean cut.
Seems I found out whats causing it even I have no idea why it should. The ICE 
tree contains a 'Surface Deform'node. When disconnected everything renders ok.
There was a post on the list some time ago (ICE and Mental Ray - seen anything 
like this?) from Chris Marshall, talking about render problems with the Slide 
on Surface node. The 'Surface Deform' compound I used, contains this node as 
well.

I may test with a demo of Arnold. But since the client wants a more stylised 
look, I dumped the particle approach anyway.

Thanks everyone.
sven

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of pete...@skynet.be
Sent: Wednesday, November 23, 2016 8:56 PM
To: softimage@listproc.autodesk.com
Subject: Re: Particle volume rendering problem

I've seen this sort of behavior as well.
In my case it had to do with having camera and cube perfectly aligned -both 
with orientations zeroed out, or 90 degrees for instance- or the camera being 
close to one side of the cube, looking straight at it. Same when going from 
outside to inside a volume, at the moment you are intersecting the side. It's a 
situation you easily run into in a test setup, or when rigging the camera in 
certain ways.
I think MR is trying to be smart and cull a few triangles intermittently 
(despite render settings), which messes with the volume - but that's just my 
interpretation.
In any case, adding a very small rotation to either cube or camera, say .001 on 
some axis, eliminated the problem for me. It's worth a shot.
(With a particle cloud the bounding box is always aligned with the world axis - 
so you'd have to rotate the camera)


-Original Message-
From: Morten Bartholdy
Sent: Monday, November 21, 2016 10:28 AM
To: softimage@listproc.autodesk.com
Subject: RE: Particle volume rendering problem

I don't know what is going on, but it could look like bounding box issues. 
In Arnold and Redshift if the bounds are not set correctly for volumetrics, I 
get something similar, only very consistently and not random.

MB


> Den 18. november 2016 klokken 20:36 skrev Sven Constable
> <sixsi_l...@imagefront.de>:
>
>
> sorry, broken links
>
>
>
> http://www.imagefront.de/tmp/correct_frame.JPG
>
> http://www.imagefront.de/tmp/problem_frame.JPG
>
> http://www.imagefront.de/tmp/problem_frame_w_phong.JPG
>
>
>
>
>
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven 
> Constable
> Sent: Friday, November 18, 2016 8:33 PM
> To: softimage@listproc.autodesk.com
> Subject: RE: Particle volume rendering problem
>
>
>
> Did some more tests and it looks like it's not even the shader. 
> Problem accours also with a standard phong. Interestingly the shape of 
> the cloud
> changes(!) when rendered with a phong shader.
>
>
>
> some pics:
> http://www.imagefront.de/tmp/correct_frame.JPG
> <http://www.imagefront.de/tmp/steam_BTY.mp4>
>
> http://www.imagefront.de/tmp/problem_frame.JPG
> <http://www.imagefront.de/tmp/steam_BTY.mp4>
>
> http://www.imagefront.de/tmp/problem_frame_w_phong.JPG
> <http://www.imagefront.de/tmp/steam_BTY.mp4>
>
>
>
> Maybe I'll check with another renderer when I have time.
>
> sven
>
>
>
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of 
> Schoenberger
> Sent: Friday, November 18, 2016 11:32 AM
> To: softimage@listproc.autodesk.com
> Subject: RE: Particle volume rendering problem
>
>
>
> Please reduce the lookup table size of the shader.
>
> See "Lookup Table" and "Setting up Lookup table":
>
> http://softimage.wiki.softimage.com/xsidocs/particles_shaders_Particle
> Volume
> ICE.htm
>
>
>
>
>
>
>
>
>
> Holger Schönberger
> technical director
> The day has 24 hours, if that does not suffice, I will take the night
>
>
>
>
>
>
>   _
>
>
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven 
> Constable
> Sent: Friday, November 18, 2016 1:57 AM
> To: softimage@listproc.autodesk.com
> Subject: Particle volume rendering problem
>
> Hey list,
>
>
>
> I did some tests for an upcoming project and rendering doesn't work as 
> expected. Just basic ICE particles with built-in nodes and some 
> deformers on the pointcloud. Rendered with mental ray.
> As you can see in the vid, there are render problems. Sometimes it 
> looks like missin

Re: Particle volume rendering problem

2016-11-23 Thread peter_b
I've seen this sort of behavior as well.
In my case it had to do with having camera and cube perfectly aligned -both 
with orientations zeroed out, or 90 degrees for instance- or the camera 
being close to one side of the cube, looking straight at it. Same when going 
from outside to inside a volume, at the moment you are intersecting the 
side. It's a situation you easily run into in a test setup, or when rigging 
the camera in certain ways.
I think MR is trying to be smart and cull a few triangles intermittently 
(despite render settings), which messes with the volume - but that's just my 
interpretation.
In any case, adding a very small rotation to either cube or camera, say .001 
on some axis, eliminated the problem for me. It's worth a shot.
(With a particle cloud the bounding box is always aligned with the world 
axis - so you'd have to rotate the camera)


-Original Message- 
From: Morten Bartholdy
Sent: Monday, November 21, 2016 10:28 AM
To: softimage@listproc.autodesk.com
Subject: RE: Particle volume rendering problem

I don't know what is going on, but it could look like bounding box issues. 
In Arnold and Redshift if the bounds are not set correctly for volumetrics, 
I get something similar, only very consistently and not random.

MB


> Den 18. november 2016 klokken 20:36 skrev Sven Constable 
> <sixsi_l...@imagefront.de>:
>
>
> sorry, broken links
>
>
>
> http://www.imagefront.de/tmp/correct_frame.JPG
>
> http://www.imagefront.de/tmp/problem_frame.JPG
>
> http://www.imagefront.de/tmp/problem_frame_w_phong.JPG
>
>
>
>
>
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven 
> Constable
> Sent: Friday, November 18, 2016 8:33 PM
> To: softimage@listproc.autodesk.com
> Subject: RE: Particle volume rendering problem
>
>
>
> Did some more tests and it looks like it's not even the shader. Problem
> accours also with a standard phong. Interestingly the shape of the cloud
> changes(!) when rendered with a phong shader.
>
>
>
> some pics:
> http://www.imagefront.de/tmp/correct_frame.JPG
> <http://www.imagefront.de/tmp/steam_BTY.mp4>
>
> http://www.imagefront.de/tmp/problem_frame.JPG
> <http://www.imagefront.de/tmp/steam_BTY.mp4>
>
> http://www.imagefront.de/tmp/problem_frame_w_phong.JPG
> <http://www.imagefront.de/tmp/steam_BTY.mp4>
>
>
>
> Maybe I'll check with another renderer when I have time.
>
> sven
>
>
>
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Schoenberger
> Sent: Friday, November 18, 2016 11:32 AM
> To: softimage@listproc.autodesk.com
> Subject: RE: Particle volume rendering problem
>
>
>
> Please reduce the lookup table size of the shader.
>
> See "Lookup Table" and "Setting up Lookup table":
>
> http://softimage.wiki.softimage.com/xsidocs/particles_shaders_ParticleVolume
> ICE.htm
>
>
>
>
>
>
>
>
>
> Holger Schönberger
> technical director
> The day has 24 hours, if that does not suffice, I will take the night
>
>
>
>
>
>
>   _
>
>
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven 
> Constable
> Sent: Friday, November 18, 2016 1:57 AM
> To: softimage@listproc.autodesk.com
> Subject: Particle volume rendering problem
>
> Hey list,
>
>
>
> I did some tests for an upcoming project and rendering doesn't work as
> expected. Just basic ICE particles with built-in nodes and some deformers 
> on
> the pointcloud. Rendered with mental ray.
> As you can see in the vid, there are render problems. Sometimes it looks
> like missing tiles in the rendering but mostly it seems to be missing
> particles in the cloud itself. In this video there are all missing at the
> bottom but in other tests it happened also at the top and sometime at the
> sides of the point cloud. Never inside the cloud. And it only happens at
> render time. No particles are missing in the viewport.
>
>
>
> http://www.imagefront.de/tmp/steam_BTY.mp4
>
>
>
> What I tried so far:
>
>
>
> Eliminated render farm problems: Rendered it locally on the workstation.
>
>
>
> Possible caching problem? Rendered it on a workstation on the fly without
> any caching.
>
>
>
> Tried playback caching as well as the manual 'write cache' via the cache
> manager. (unlikely since it also happens with no caching at all)
>
>
>
> Put the point cloud to global zero with no offsets in SRT.
>
>
>
> Changed most of the MR render settings. Including switching to BSP1.
> Disabled On Disk Framebuffer.
>

RE: Particle volume rendering problem

2016-11-22 Thread Sven Constable
Thank you Holger. I will try this and report back. Turned out, the client
wants  a more stylised approach anyway, so particle sims are off.  

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Schoenberger
Sent: Friday, November 18, 2016 10:01 PM
To: softimage@listproc.autodesk.com
Subject: RE: Particle volume rendering problem

 

2 options left:

 

Create a geo plane and apply the particle_density shader as input for a
gradient mixer.

Pick the volume on one of the form the particle_density tabs.

Plug the gradient mixer directly into the surface. 

This should give you a cut of the volume (Do not hide the particle render
for this test).

This way you can test if the particles are actually there and if just the
BBox is wrong.

Then create your own box as bounding box with a transparent constant shader
and the volume shader.

 

2 Option would be to export the particle position into a cache file.
(probably position only as you have a lot of particles, perhaps velocity as
you can then set the particle shader to align on velocity and make the
particles elliptical) 

Convert them with cachefile_converter and load them with the baSICacheLoader
object.

Apply a phong shader and check if the BBox is now right.

 

   

Hint:

If you need a bit more detail, use the baFractal4D, set to colored and plug
it into the distort of the volume shader.

I have even made a test some time ago to use a second particle anim with
huge particles and that shader with the same motion as the small ones.

So your distortion moves with the particles.

I have no video, but this one shows what a distortion can do:
https://vimeo.com/29272120

 

 

 

Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night

 

 


  _  


From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: Friday, November 18, 2016 8:37 PM
To: softimage@listproc.autodesk.com
Subject: RE: Particle volume rendering problem

sorry, broken links

 

http://www.imagefront.de/tmp/correct_frame.JPG

http://www.imagefront.de/tmp/problem_frame.JPG

http://www.imagefront.de/tmp/problem_frame_w_phong.JPG

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: Friday, November 18, 2016 8:33 PM
To: softimage@listproc.autodesk.com
Subject: RE: Particle volume rendering problem

 

Did some more tests and it looks like it's not even the shader. Problem
accours also with a standard phong. Interestingly the shape of the cloud
changes(!) when rendered with a phong shader. 

 

some pics:
http://www.imagefront.de/tmp/correct_frame.JPG
<http://www.imagefront.de/tmp/steam_BTY.mp4> 

http://www.imagefront.de/tmp/problem_frame.JPG
<http://www.imagefront.de/tmp/steam_BTY.mp4> 

http://www.imagefront.de/tmp/problem_frame_w_phong.JPG
<http://www.imagefront.de/tmp/steam_BTY.mp4> 

 

Maybe I'll check with another renderer when I have time.

sven

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Schoenberger
Sent: Friday, November 18, 2016 11:32 AM
To: softimage@listproc.autodesk.com
Subject: RE: Particle volume rendering problem

 

Please reduce the lookup table size of the shader.

See "Lookup Table" and "Setting up Lookup table":

http://softimage.wiki.softimage.com/xsidocs/particles_shaders_ParticleVolume
ICE.htm

 

 

 

 

Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night

 

 


  _  


From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: Friday, November 18, 2016 1:57 AM
To: softimage@listproc.autodesk.com
Subject: Particle volume rendering problem

Hey list,

 

I did some tests for an upcoming project and rendering doesn't work as
expected. Just basic ICE particles with built-in nodes and some deformers on
the pointcloud. Rendered with mental ray.
As you can see in the vid, there are render problems. Sometimes it looks
like missing tiles in the rendering but mostly it seems to be missing
particles in the cloud itself. In this video there are all missing at the
bottom but in other tests it happened also at the top and sometime at the
sides of the point cloud. Never inside the cloud. And it only happens at
render time. No particles are missing in the viewport.

 

http://www.imagefront.de/tmp/steam_BTY.mp4

 

What I tried so far:

 

Eliminated render farm problems: Rendered it locally on the workstation.

 

Possible caching problem? Rendered it on a workstation on the fly without
any caching.

 

Tried playback caching as well as the manual 'write cache' via the cache
manager. (unlikely since it also happens with no caching at all)

 

Put the point cloud to global zero wi

RE: Particle volume rendering problem

2016-11-21 Thread Morten Bartholdy
I don't know what is going on, but it could look like bounding box issues. In 
Arnold and Redshift if the bounds are not set correctly for volumetrics, I get 
something similar, only very consistently and not random.

MB


> Den 18. november 2016 klokken 20:36 skrev Sven Constable 
> <sixsi_l...@imagefront.de>:
> 
> 
> sorry, broken links
> 
>  
> 
> http://www.imagefront.de/tmp/correct_frame.JPG
> 
> http://www.imagefront.de/tmp/problem_frame.JPG
> 
> http://www.imagefront.de/tmp/problem_frame_w_phong.JPG
> 
>  
> 
>  
> 
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
> Sent: Friday, November 18, 2016 8:33 PM
> To: softimage@listproc.autodesk.com
> Subject: RE: Particle volume rendering problem
> 
>  
> 
> Did some more tests and it looks like it's not even the shader. Problem
> accours also with a standard phong. Interestingly the shape of the cloud
> changes(!) when rendered with a phong shader. 
> 
>  
> 
> some pics:
> http://www.imagefront.de/tmp/correct_frame.JPG
> <http://www.imagefront.de/tmp/steam_BTY.mp4> 
> 
> http://www.imagefront.de/tmp/problem_frame.JPG
> <http://www.imagefront.de/tmp/steam_BTY.mp4> 
> 
> http://www.imagefront.de/tmp/problem_frame_w_phong.JPG
> <http://www.imagefront.de/tmp/steam_BTY.mp4> 
> 
>  
> 
> Maybe I'll check with another renderer when I have time.
> 
> sven
> 
>  
> 
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Schoenberger
> Sent: Friday, November 18, 2016 11:32 AM
> To: softimage@listproc.autodesk.com
> Subject: RE: Particle volume rendering problem
> 
>  
> 
> Please reduce the lookup table size of the shader.
> 
> See "Lookup Table" and "Setting up Lookup table":
> 
> http://softimage.wiki.softimage.com/xsidocs/particles_shaders_ParticleVolume
> ICE.htm
> 
>  
> 
>  
> 
>  
> 
>  
> 
> Holger Schönberger
> technical director
> The day has 24 hours, if that does not suffice, I will take the night
> 
>  
> 
>  
> 
> 
>   _  
> 
> 
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
> Sent: Friday, November 18, 2016 1:57 AM
> To: softimage@listproc.autodesk.com
> Subject: Particle volume rendering problem
> 
> Hey list,
> 
>  
> 
> I did some tests for an upcoming project and rendering doesn't work as
> expected. Just basic ICE particles with built-in nodes and some deformers on
> the pointcloud. Rendered with mental ray.
> As you can see in the vid, there are render problems. Sometimes it looks
> like missing tiles in the rendering but mostly it seems to be missing
> particles in the cloud itself. In this video there are all missing at the
> bottom but in other tests it happened also at the top and sometime at the
> sides of the point cloud. Never inside the cloud. And it only happens at
> render time. No particles are missing in the viewport.
> 
>  
> 
> http://www.imagefront.de/tmp/steam_BTY.mp4
> 
>  
> 
> What I tried so far:
> 
>  
> 
> Eliminated render farm problems: Rendered it locally on the workstation.
> 
>  
> 
> Possible caching problem? Rendered it on a workstation on the fly without
> any caching.
> 
>  
> 
> Tried playback caching as well as the manual 'write cache' via the cache
> manager. (unlikely since it also happens with no caching at all)
> 
>  
> 
> Put the point cloud to global zero with no offsets in SRT.
> 
>  
> 
> Changed most of the MR render settings. Including switching to BSP1.
> Disabled On Disk Framebuffer.
> 
>  
> 
> Changed settings of the volume shader ( specially the bounding box size for
> the voxel computation. Set it to manual instead of Auto because the missing
> parts always appeared at the perimeter of the cloud). I also changed most of
> the other settings that possibly could have an effect.
> 
>  
> 
> Tried both built-in particle volume shaders, 'Particle Volume Cloud' and the
> basic 'Particle Renderer'. (btw. the volume cloud shader by Holger
> Schoenberger is amazing) However,  it gave me the same problems.
> 
>  
> 
> Reduzed the particle rate (this is the video showing different particle
> counts but it happens in all versions as you can see).
> 
>  
> 
>  
> 
> I'm pretty much out of ideas. Anyone?
> 
>  
> 
> Thanks,
> 
> sven
> 
>  
> 
>  
> 
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> "unsubscribe" in the subject, and reply to confirm.

--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

RE: Particle volume rendering problem

2016-11-18 Thread Schoenberger
2 options left:
 
Create a geo plane and apply the particle_density shader as input for a 
gradient mixer.
Pick the volume on one of the form the particle_density tabs.
Plug the gradient mixer directly into the surface. 
This should give you a cut of the volume (Do not hide the particle render for 
this test).
This way you can test if the particles are actually there and if just the BBox 
is wrong.
Then create your own box as bounding box with a transparent constant shader and 
the volume shader.
 
2 Option would be to export the particle position into a cache file. (probably 
position only as you have a lot of particles, perhaps
velocity as you can then set the particle shader to align on velocity and make 
the particles elliptical) 
Convert them with cachefile_converter and load them with the baSICacheLoader 
object.
Apply a phong shader and check if the BBox is now right.
 
   
Hint:
If you need a bit more detail, use the baFractal4D, set to colored and plug it 
into the distort of the volume shader.
I have even made a test some time ago to use a second particle anim with huge 
particles and that shader with the same motion as the
small ones.
So your distortion moves with the particles.
I have no video, but this one shows what a distortion can do: 
https://vimeo.com/29272120
 
 
 
Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night

 


  _  

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: Friday, November 18, 2016 8:37 PM
To: softimage@listproc.autodesk.com
Subject: RE: Particle volume rendering problem



sorry, broken links

 

http://www.imagefront.de/tmp/correct_frame.JPG

http://www.imagefront.de/tmp/problem_frame.JPG

http://www.imagefront.de/tmp/problem_frame_w_phong.JPG

 

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: Friday, November 18, 2016 8:33 PM
To: softimage@listproc.autodesk.com
Subject: RE: Particle volume rendering problem

 

Did some more tests and it looks like it's not even the shader. Problem accours 
also with a standard phong. Interestingly the shape
of the cloud changes(!) when rendered with a phong shader. 

 

some pics:
http://www.imagefront.de/tmp/correct_frame.JPG 
<http://www.imagefront.de/tmp/steam_BTY.mp4> 

http://www.imagefront.de/tmp/problem_frame.JPG 
<http://www.imagefront.de/tmp/steam_BTY.mp4> 

http://www.imagefront.de/tmp/problem_frame_w_phong.JPG 
<http://www.imagefront.de/tmp/steam_BTY.mp4> 

 

Maybe I'll check with another renderer when I have time.

sven

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Schoenberger
Sent: Friday, November 18, 2016 11:32 AM
To: softimage@listproc.autodesk.com
Subject: RE: Particle volume rendering problem

 

Please reduce the lookup table size of the shader.

See "Lookup Table" and "Setting up Lookup table":

http://softimage.wiki.softimage.com/xsidocs/particles_shaders_ParticleVolumeICE.htm

 

 

 

 

Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night

 

 


  _  


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: Friday, November 18, 2016 1:57 AM
To: softimage@listproc.autodesk.com
Subject: Particle volume rendering problem

Hey list,

 

I did some tests for an upcoming project and rendering doesn't work as 
expected. Just basic ICE particles with built-in nodes and
some deformers on the pointcloud. Rendered with mental ray.
As you can see in the vid, there are render problems. Sometimes it looks like 
missing tiles in the rendering but mostly it seems to
be missing particles in the cloud itself. In this video there are all missing 
at the bottom but in other tests it happened also at
the top and sometime at the sides of the point cloud. Never inside the cloud. 
And it only happens at render time. No particles are
missing in the viewport.

 

http://www.imagefront.de/tmp/steam_BTY.mp4

 

What I tried so far:

 

Eliminated render farm problems: Rendered it locally on the workstation.

 

Possible caching problem? Rendered it on a workstation on the fly without any 
caching.

 

Tried playback caching as well as the manual 'write cache' via the cache 
manager. (unlikely since it also happens with no caching at
all)

 

Put the point cloud to global zero with no offsets in SRT.

 

Changed most of the MR render settings. Including switching to BSP1. Disabled 
On Disk Framebuffer.

 

Changed settings of the volume shader ( specially the bounding box size for the 
voxel computation. Set it to manual instead of Auto
because the missing parts always appeared at the perimeter of the cloud). I 
also changed most of the other settings that possibly
coul

RE: Particle volume rendering problem

2016-11-18 Thread Sven Constable
sorry, broken links

 

http://www.imagefront.de/tmp/correct_frame.JPG

http://www.imagefront.de/tmp/problem_frame.JPG

http://www.imagefront.de/tmp/problem_frame_w_phong.JPG

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: Friday, November 18, 2016 8:33 PM
To: softimage@listproc.autodesk.com
Subject: RE: Particle volume rendering problem

 

Did some more tests and it looks like it's not even the shader. Problem
accours also with a standard phong. Interestingly the shape of the cloud
changes(!) when rendered with a phong shader. 

 

some pics:
http://www.imagefront.de/tmp/correct_frame.JPG
<http://www.imagefront.de/tmp/steam_BTY.mp4> 

http://www.imagefront.de/tmp/problem_frame.JPG
<http://www.imagefront.de/tmp/steam_BTY.mp4> 

http://www.imagefront.de/tmp/problem_frame_w_phong.JPG
<http://www.imagefront.de/tmp/steam_BTY.mp4> 

 

Maybe I'll check with another renderer when I have time.

sven

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Schoenberger
Sent: Friday, November 18, 2016 11:32 AM
To: softimage@listproc.autodesk.com
Subject: RE: Particle volume rendering problem

 

Please reduce the lookup table size of the shader.

See "Lookup Table" and "Setting up Lookup table":

http://softimage.wiki.softimage.com/xsidocs/particles_shaders_ParticleVolume
ICE.htm

 

 

 

 

Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night

 

 


  _  


From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: Friday, November 18, 2016 1:57 AM
To: softimage@listproc.autodesk.com
Subject: Particle volume rendering problem

Hey list,

 

I did some tests for an upcoming project and rendering doesn't work as
expected. Just basic ICE particles with built-in nodes and some deformers on
the pointcloud. Rendered with mental ray.
As you can see in the vid, there are render problems. Sometimes it looks
like missing tiles in the rendering but mostly it seems to be missing
particles in the cloud itself. In this video there are all missing at the
bottom but in other tests it happened also at the top and sometime at the
sides of the point cloud. Never inside the cloud. And it only happens at
render time. No particles are missing in the viewport.

 

http://www.imagefront.de/tmp/steam_BTY.mp4

 

What I tried so far:

 

Eliminated render farm problems: Rendered it locally on the workstation.

 

Possible caching problem? Rendered it on a workstation on the fly without
any caching.

 

Tried playback caching as well as the manual 'write cache' via the cache
manager. (unlikely since it also happens with no caching at all)

 

Put the point cloud to global zero with no offsets in SRT.

 

Changed most of the MR render settings. Including switching to BSP1.
Disabled On Disk Framebuffer.

 

Changed settings of the volume shader ( specially the bounding box size for
the voxel computation. Set it to manual instead of Auto because the missing
parts always appeared at the perimeter of the cloud). I also changed most of
the other settings that possibly could have an effect.

 

Tried both built-in particle volume shaders, 'Particle Volume Cloud' and the
basic 'Particle Renderer'. (btw. the volume cloud shader by Holger
Schoenberger is amazing) However,  it gave me the same problems.

 

Reduzed the particle rate (this is the video showing different particle
counts but it happens in all versions as you can see).

 

 

I'm pretty much out of ideas. Anyone?

 

Thanks,

sven

 

 

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To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
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RE: Particle volume rendering problem

2016-11-18 Thread Sven Constable
Did some more tests and it looks like it's not even the shader. Problem
accours also with a standard phong. Interestingly the shape of the cloud
changes(!) when rendered with a phong shader. 

 

some pics:
http://www.imagefront.de/tmp/correct_frame.JPG
<http://www.imagefront.de/tmp/steam_BTY.mp4> 

http://www.imagefront.de/tmp/problem_frame.JPG
<http://www.imagefront.de/tmp/steam_BTY.mp4> 

http://www.imagefront.de/tmp/problem_frame_w_phong.JPG
<http://www.imagefront.de/tmp/steam_BTY.mp4> 

 

Maybe I'll check with another renderer when I have time.

sven

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Schoenberger
Sent: Friday, November 18, 2016 11:32 AM
To: softimage@listproc.autodesk.com
Subject: RE: Particle volume rendering problem

 

Please reduce the lookup table size of the shader.

See "Lookup Table" and "Setting up Lookup table":

http://softimage.wiki.softimage.com/xsidocs/particles_shaders_ParticleVolume
ICE.htm

 

 

 

 

Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night

 

 


  _  


From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: Friday, November 18, 2016 1:57 AM
To: softimage@listproc.autodesk.com
Subject: Particle volume rendering problem

Hey list,

 

I did some tests for an upcoming project and rendering doesn't work as
expected. Just basic ICE particles with built-in nodes and some deformers on
the pointcloud. Rendered with mental ray.
As you can see in the vid, there are render problems. Sometimes it looks
like missing tiles in the rendering but mostly it seems to be missing
particles in the cloud itself. In this video there are all missing at the
bottom but in other tests it happened also at the top and sometime at the
sides of the point cloud. Never inside the cloud. And it only happens at
render time. No particles are missing in the viewport.

 

http://www.imagefront.de/tmp/steam_BTY.mp4

 

What I tried so far:

 

Eliminated render farm problems: Rendered it locally on the workstation.

 

Possible caching problem? Rendered it on a workstation on the fly without
any caching.

 

Tried playback caching as well as the manual 'write cache' via the cache
manager. (unlikely since it also happens with no caching at all)

 

Put the point cloud to global zero with no offsets in SRT.

 

Changed most of the MR render settings. Including switching to BSP1.
Disabled On Disk Framebuffer.

 

Changed settings of the volume shader ( specially the bounding box size for
the voxel computation. Set it to manual instead of Auto because the missing
parts always appeared at the perimeter of the cloud). I also changed most of
the other settings that possibly could have an effect.

 

Tried both built-in particle volume shaders, 'Particle Volume Cloud' and the
basic 'Particle Renderer'. (btw. the volume cloud shader by Holger
Schoenberger is amazing) However,  it gave me the same problems.

 

Reduzed the particle rate (this is the video showing different particle
counts but it happens in all versions as you can see).

 

 

I'm pretty much out of ideas. Anyone?

 

Thanks,

sven

 

 

--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

RE: Particle volume rendering problem

2016-11-18 Thread Schoenberger
Please reduce the lookup table size of the shader.
See "Lookup Table" and "Setting up Lookup table":
http://softimage.wiki.softimage.com/xsidocs/particles_shaders_ParticleVolumeICE.htm
 
 
 
 
Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night

 


  _  

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: Friday, November 18, 2016 1:57 AM
To: softimage@listproc.autodesk.com
Subject: Particle volume rendering problem



Hey list,

 

I did some tests for an upcoming project and rendering doesn't work as 
expected. Just basic ICE particles with built-in nodes and
some deformers on the pointcloud. Rendered with mental ray.
As you can see in the vid, there are render problems. Sometimes it looks like 
missing tiles in the rendering but mostly it seems to
be missing particles in the cloud itself. In this video there are all missing 
at the bottom but in other tests it happened also at
the top and sometime at the sides of the point cloud. Never inside the cloud. 
And it only happens at render time. No particles are
missing in the viewport.

 

http://www.imagefront.de/tmp/steam_BTY.mp4

 

What I tried so far:

 

Eliminated render farm problems: Rendered it locally on the workstation.

 

Possible caching problem? Rendered it on a workstation on the fly without any 
caching.

 

Tried playback caching as well as the manual 'write cache' via the cache 
manager. (unlikely since it also happens with no caching at
all)

 

Put the point cloud to global zero with no offsets in SRT.

 

Changed most of the MR render settings. Including switching to BSP1. Disabled 
On Disk Framebuffer.

 

Changed settings of the volume shader ( specially the bounding box size for the 
voxel computation. Set it to manual instead of Auto
because the missing parts always appeared at the perimeter of the cloud). I 
also changed most of the other settings that possibly
could have an effect.

 

Tried both built-in particle volume shaders, 'Particle Volume Cloud' and the 
basic 'Particle Renderer'. (btw. the volume cloud
shader by Holger Schoenberger is amazing) However,  it gave me the same 
problems.

 

Reduzed the particle rate (this is the video showing different particle counts 
but it happens in all versions as you can see).

 

 

I'm pretty much out of ideas. Anyone?

 

Thanks,

sven

 



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Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Particle volume rendering problem

2016-11-17 Thread Fabricio Chamon
I remember having some problems like this in the past.. what is your scene
scale? Try resizing everything to the default grid scale just to check how
it goes.

Em qui, 17 de nov de 2016 às 22:57, Sven Constable 
escreveu:

> Hey list,
>
>
>
> I did some tests for an upcoming project and rendering doesn't work as
> expected. Just basic ICE particles with built-in nodes and some deformers
> on the pointcloud. Rendered with mental ray.
> As you can see in the vid, there are render problems. Sometimes it looks
> like missing tiles in the rendering but mostly it seems to be missing
> particles in the cloud itself. In this video there are all missing at the
> bottom but in other tests it happened also at the top and sometime at the
> sides of the point cloud. Never inside the cloud. And it only happens at
> render time. No particles are missing in the viewport.
>
>
>
> http://www.imagefront.de/tmp/steam_BTY.mp4
>
>
>
> What I tried so far:
>
>
>
> Eliminated render farm problems: Rendered it locally on the workstation.
>
>
>
> Possible caching problem? Rendered it on a workstation on the fly without
> any caching.
>
>
>
> Tried playback caching as well as the manual 'write cache' via the cache
> manager. (unlikely since it also happens with no caching at all)
>
>
>
> Put the point cloud to global zero with no offsets in SRT.
>
>
>
> Changed most of the MR render settings. Including switching to BSP1.
> Disabled On Disk Framebuffer.
>
>
>
> Changed settings of the volume shader ( specially the bounding box size
> for the voxel computation. Set it to manual instead of Auto because the
> missing parts always appeared at the perimeter of the cloud). I also
> changed most of the other settings that possibly could have an effect.
>
>
>
> Tried both built-in particle volume shaders, 'Particle Volume Cloud' and
> the basic 'Particle Renderer'. (btw. the volume cloud shader by Holger
> Schoenberger is amazing) However,  it gave me the same problems.
>
>
>
> Reduzed the particle rate (this is the video showing different particle
> counts but it happens in all versions as you can see).
>
>
>
>
>
> I'm pretty much out of ideas. Anyone?
>
>
>
> Thanks,
>
> sven
>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
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To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
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Particle volume rendering problem

2016-11-17 Thread Sven Constable
Hey list,

 

I did some tests for an upcoming project and rendering doesn't work as
expected. Just basic ICE particles with built-in nodes and some deformers on
the pointcloud. Rendered with mental ray.
As you can see in the vid, there are render problems. Sometimes it looks
like missing tiles in the rendering but mostly it seems to be missing
particles in the cloud itself. In this video there are all missing at the
bottom but in other tests it happened also at the top and sometime at the
sides of the point cloud. Never inside the cloud. And it only happens at
render time. No particles are missing in the viewport.

 

http://www.imagefront.de/tmp/steam_BTY.mp4

 

What I tried so far:

 

Eliminated render farm problems: Rendered it locally on the workstation.

 

Possible caching problem? Rendered it on a workstation on the fly without
any caching.

 

Tried playback caching as well as the manual 'write cache' via the cache
manager. (unlikely since it also happens with no caching at all)

 

Put the point cloud to global zero with no offsets in SRT.

 

Changed most of the MR render settings. Including switching to BSP1.
Disabled On Disk Framebuffer.

 

Changed settings of the volume shader ( specially the bounding box size for
the voxel computation. Set it to manual instead of Auto because the missing
parts always appeared at the perimeter of the cloud). I also changed most of
the other settings that possibly could have an effect.

 

Tried both built-in particle volume shaders, 'Particle Volume Cloud' and the
basic 'Particle Renderer'. (btw. the volume cloud shader by Holger
Schoenberger is amazing) However,  it gave me the same problems.

 

Reduzed the particle rate (this is the video showing different particle
counts but it happens in all versions as you can see).

 

 

I'm pretty much out of ideas. Anyone?

 

Thanks,

sven

 

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Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.