I can only confirm this nasty little bug as I experienced it a couple of
years ago. If I remember correctly I managed to get rid of the artifacts on
some objects by actually tessellating the geometry instead of using to +
key. Some object still had the artifacts and I had to work around it by
splitting the scene and rendering the objects in in different passes.  

 

Cheers

Ola

 

 

From: [email protected]
[mailto:[email protected]] On Behalf Of Fabricio
Chamon
Sent: Wednesday, March 19, 2014 11:05 PM
To: [email protected]
Subject: Re: Mental ray volumetric shader errors

 

...forgot to say that I'm using "Particle_Volume_Cloud", which used to work
fine on meshes since always.

 

2014-03-19 18:56 GMT-03:00 Fabricio Chamon <[email protected]
<mailto:[email protected]> >:

Hi, 

 

I'm trying to do some volumetrics in mray, but the shader is giving me all
kinds of wierdness on heavy meshes. Have anyone experienced this before ?

 

For the sake of simplicity, I have this test scene with only one default
sphere. If I crank up the sphere U/V subd to 200, it starts to show some
strange black areas. At subd 300, it renders all flat.

I'm guessing it's not a lookup table cell size problem...tried very small
values, and the volume renders almost completely solid (when it works).
here's some images to illustrate:

 



 

 

I really need dense meshes because I want the fine control over the volume
silhouette to be on the mesh itself, not through shader trees.

 

anyone ?

 

<<image001.jpg>>

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