I'm actually rendermapping a camera projected animation, so I am mapping
the texture to the incandescence and then the inverted alpha to scale the
transparency.  That gives me a baked rendermap that maintains the alpha and
lighting from the camera projection.

I don't understand why Softimage doesn't have a built-in ability to render
animated rendermaps, though.
ᐧ


On Sat, Mar 8, 2014 at 4:13 PM, Jason S <[email protected]> wrote:

>  Hum.. intriging indeed..  so at least now you can put your lambert's
> ambient at 3.33 to make it constant
> (if your scene ambient is at default 0.3)
>
>
> On 03/08/14 16:08, Paul Griswold wrote:
>
>  Looks like switching to Lambert fixed the problem.  I don't understand
> why a constant material would cause a crash, though.
>
>
>  ᐧ
>
>
> On Sat, Mar 8, 2014 at 4:02 PM, Jason S <[email protected]> wrote:
>
>>  Does it work with a plain phong?  if not, would eliminating all other
>> objects do the trick?
>>
>>
>> On 03/08/14 15:48, Paul Griswold wrote:
>>
>>  I haven't been able to catch any messages unfortunately.
>>
>>  I do wonder if it's because I'm using a constant shader on the object
>> being rendermapped.  Previously I'd applied a Lambert.
>> ᐧ
>>
>>
>> On Sat, Mar 8, 2014 at 3:40 PM, Jason S <[email protected]> wrote:
>>
>>> Have you checked the last "Verbose" messages before crashing?
>>>
>>> I would think it's probably due to a specific object in particular,
>>> and/or copies of it if the case being.
>>>
>>>
>>> On 03/08/14 15:31, Paul Griswold wrote:
>>>
>>>  I have a ton of animated rendermapping to do, so I'm using Mapify from
>>> Sajjad Amjad.
>>>
>>>  The problem I'm having is a LOT of crashes.  I can't seem to find any
>>> consistent reason for it.  I've been able to get it to render out 24
>>> frames, 42 frames, and then sometimes Softimage will crash after just 2
>>> frames.
>>>
>>>  Is there a more stable way to render out a large number of animated
>>> rendermaps?  Or is this a Mental Ray / Softimage problem?
>>>
>>>  Thanks,
>>>
>>>  Paul
>>>
>>>
>>>  ᐧ
>>>
>>>
>>>
>>
>>
>
>

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