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: [email protected] 
[mailto:[email protected]] On Behalf Of Sven Constable
Sent: Friday, November 18, 2016 8:37 PM
To: [email protected]
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: [email protected] 
[mailto:[email protected]] On Behalf Of Sven Constable
Sent: Friday, November 18, 2016 8:33 PM
To: [email protected]
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: [email protected] 
[mailto:[email protected]] On Behalf Of Schoenberger
Sent: Friday, November 18, 2016 11:32 AM
To: [email protected]
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: [email protected] 
[mailto:[email protected]] On Behalf Of Sven Constable
Sent: Friday, November 18, 2016 1:57 AM
To: [email protected]
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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