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 > > > > > > > > > > > > ------ > > Softimage Mailing List. > > To unsubscribe, send a mail to [email protected] > > with "unsubscribe" in the subject, and reply to confirm. > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to [email protected] > with "unsubscribe" in the subject, and reply to confirm. > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to [email protected] > with "unsubscribe" in the subject, and reply to confirm. > > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to [email protected] > with "unsubscribe" in the subject, and reply to confirm. > -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk www.dot3d.com
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