many thanks Gustavo!! that was it.


2014-03-20 8:15 GMT-03:00 adrian wyer <[email protected]>:

>  Gustavo is correct, crank your Mesh Splitting Factor in the MR options
> to something high, problem solved
>
>
>
> a
>
>
>  ------------------------------
>
> *From:* [email protected] [mailto:
> [email protected]] *On Behalf Of *Ola Madsen
> *Sent:* 20 March 2014 08:11
> *To:* [email protected]
>
> *Subject:* RE: Mental ray volumetric shader errors
>
>
>
> I don't think that worked in my scenario as I had numerous overlapping
> objects (was doing an x-ray shot) and I got the artifacts in the overlaps
> as well. Though this was easily fixed by  splitting the scene in a couple
> of passes.
>
>
>
> o
>
>
>
> *From:* [email protected] [mailto:
> [email protected]] *On Behalf Of *Gustavo Eggert
> Boehs
> *Sent:* Thursday, March 20, 2014 12:44 AM
> *To:* SI mailing list
> *Subject:* RE: Mental ray volumetric shader errors
>
>
>
> Hey Fabricio, i'be bumped onto that also, in my case it was the Mesh
> Splitting kicking in. It separates dense meshes into separate objects
> before passing them on to MR. Therefore, some shaders get artifacts, like
> volumetrics and bumpmapping also.
>
> Real headache but easy fix...
>
> Under MR > Optimizations, look for Mesh Splitting Factor, increase the
> value up to infinity and be happy :D
>
> Em 19/03/2014 19:20, "Ola Madsen" <[email protected]> escreveu:
>
>  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]>:
>
>  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:
>
>
>
> [image: Imagem inline 1]
>
>
>
>
>
> 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 ?
>
>
>
>

<<inline: image001.jpg>>

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