I've seen this sort of behavior as well.
In my case it had to do with having camera and cube perfectly aligned -both 
with orientations zeroed out, or 90 degrees for instance- or the camera 
being close to one side of the cube, looking straight at it. Same when going 
from outside to inside a volume, at the moment you are intersecting the 
side. It's a situation you easily run into in a test setup, or when rigging 
the camera in certain ways.
I think MR is trying to be smart and cull a few triangles intermittently 
(despite render settings), which messes with the volume - but that's just my 
interpretation.
In any case, adding a very small rotation to either cube or camera, say .001 
on some axis, eliminated the problem for me. It's worth a shot.
(With a particle cloud the bounding box is always aligned with the world 
axis - so you'd have to rotate the camera)


-----Original Message----- 
From: Morten Bartholdy
Sent: Monday, November 21, 2016 10:28 AM
To: softimage@listproc.autodesk.com
Subject: RE: Particle volume rendering problem

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 
> <sixsi_l...@imagefront.de>:
>
>
> 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: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven 
> Constable
> Sent: Friday, November 18, 2016 8:33 PM
> To: softimage@listproc.autodesk.com
> 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: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Schoenberger
> Sent: Friday, November 18, 2016 11:32 AM
> To: softimage@listproc.autodesk.com
> 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: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven 
> Constable
> Sent: Friday, November 18, 2016 1:57 AM
> To: softimage@listproc.autodesk.com
> 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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