I would still send this to [email protected] even though you found a
work around so it can be fixed in the future.

-deke

On Mon, Apr 23, 2012 at 17:05, Alex - <[email protected]> wrote:

> False alarm.
> For future reference...
>
> Turns out this was actually something else..
> Seems like using multiple scene nodes in sequence was causing the points
> to be culled..
>
> If you refer to the DAG screen shot there are 2 setups, one with a series
> of transformGeo nodes and scene nodes being used in sequence to double the
> point coulds, 2,4,8 etc, and another with many Transform Geo nodes and a
> single Scene node 1,2,3,4 etc.
>
> DAG screenshot:
> http://dl.dropbox.com/u/3656251/rendermanCullExample_v001.jpg
>
> Both layouts produce identical output, and render the identically in the
> ScanlineRenderer, but via Renderman each additional Scene node causes more
> points to be culled..
>
> -Alex
>
>
>
> On Mon, Apr 23, 2012 at 12:38 PM, Alex - <[email protected]> wrote:
>
>> Hey guys...
>>
>> I'm having some issues rendering point clouds using the PrmanRender node.
>>
>> Basically im using the PositionToPoints -> ParticleEmitter hack to render
>> a bunch of little objects that I dont want to use real geo for..
>> Using the PrmanRender node I can render 1 or 2 instances perfectly, but
>> once I jump to 3 or more Renderman starts to randomly cull points from my
>> scene, the Scanline renderer will keep rendering all the points no matter
>> how many I throw at it, but Renderman culls more and more as I throw more
>> at it..
>>
>> Does anyone know if the Nuke to Renderman exporter being used by the
>> PrmanRender node has some sort of preset upper limit or particle count?
>> If so can it being modified anywhere vaugely accessable?and
>>
>> Regards
>> Alex
>>
>
>
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