Hi Sven,
You know, when I read your original post I was thinking your problem
sounded familiar. From what I remember it took me ages to figure out that
it was the Surface Deform node, which is so weird to cause a render issue
like this.

Cheers

Chris




On 25 November 2016 at 13:49, Sven Constable <[email protected]>
wrote:

> I tried with different cameras. Rotated and translated both cam and point
> cloud.  The missing particles stays the same even if rendered from
> different angles. Like a boolean cut.
> Seems I found out whats causing it even I have no idea why it should. The
> ICE tree contains a 'Surface Deform'node. When disconnected everything
> renders ok.
> There was a post on the list some time ago (ICE and Mental Ray - seen
> anything like this?) from Chris Marshall, talking about render problems
> with the Slide on Surface node. The 'Surface Deform' compound I used,
> contains this node as well.
>
> I may test with a demo of Arnold. But since the client wants a more
> stylised look, I dumped the particle approach anyway.
>
> Thanks everyone.
> sven
>
> -----Original Message-----
> From: [email protected] [mailto:softimage-bounces@
> listproc.autodesk.com] On Behalf Of [email protected]
> Sent: Wednesday, November 23, 2016 8:56 PM
> To: [email protected]
> Subject: Re: Particle volume rendering problem
>
> 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: [email protected]
> 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
> > <[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_Particle
> > Volume
> > 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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-- 
Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk
www.dot3d.com
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