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 
> <[email protected]>:
> 
> 
> 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_ParticleVolume
> ICE.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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