Re: Mental ray volumetric shader errors

2014-03-20 Thread Fabricio Chamon
many thanks Gustavo!! that was it.



2014-03-20 8:15 GMT-03:00 adrian wyer :

>  Gustavo is correct, crank your Mesh Splitting Factor in the MR options
> to something high, problem solved
>
>
>
> a
>
>
>  --
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Ola Madsen
> *Sent:* 20 March 2014 08:11
> *To:* softimage@listproc.autodesk.com
>
> *Subject:* RE: Mental ray volumetric shader errors
>
>
>
> I don't think that worked in my scenario as I had numerous overlapping
> objects (was doing an x-ray shot) and I got the artifacts in the overlaps
> as well. Though this was easily fixed by  splitting the scene in a couple
> of passes.
>
>
>
> o
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Gustavo Eggert
> Boehs
> *Sent:* Thursday, March 20, 2014 12:44 AM
> *To:* SI mailing list
> *Subject:* RE: Mental ray volumetric shader errors
>
>
>
> Hey Fabricio, i'be bumped onto that also, in my case it was the Mesh
> Splitting kicking in. It separates dense meshes into separate objects
> before passing them on to MR. Therefore, some shaders get artifacts, like
> volumetrics and bumpmapping also.
>
> Real headache but easy fix...
>
> Under MR > Optimizations, look for Mesh Splitting Factor, increase the
> value up to infinity and be happy :D
>
> Em 19/03/2014 19:20, "Ola Madsen"  escreveu:
>
>  I can only confirm this nasty little bug as I experienced it a couple of
> years ago. If I remember correctly I managed to get rid of the artifacts on
> some objects by actually tessellating the geometry instead of using to +
> key. Some object still had the artifacts and I had to work around it by
> splitting the scene and rendering the objects in in different passes...
>
>
>
> Cheers
>
> Ola
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Fabricio Chamon
> *Sent:* Wednesday, March 19, 2014 11:05 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Mental ray volumetric shader errors
>
>
>
> ...forgot to say that I'm using "Particle_Volume_Cloud", which used to
> work fine on meshes since always.
>
>
>
> 2014-03-19 18:56 GMT-03:00 Fabricio Chamon :
>
>  Hi,
>
>
>
> I'm trying to do some volumetrics in mray, but the shader is giving me all
> kinds of wierdness on heavy meshes. Have anyone experienced this before ?
>
>
>
> For the sake of simplicity, I have this test scene with only one default
> sphere. If I crank up the sphere U/V subd to 200, it starts to show some
> strange black areas. At subd 300, it renders all flat.
>
> I'm guessing it's not a lookup table cell size problem...tried very small
> values, and the volume renders almost completely solid (when it works).
> here's some images to illustrate:
>
>
>
> [image: Imagem inline 1]
>
>
>
>
>
> I really need dense meshes because I want the fine control over the volume
> silhouette to be on the mesh itself, not through shader trees.
>
>
>
> anyone ?
>
>
>
>
<>

RE: Mental ray volumetric shader errors

2014-03-20 Thread adrian wyer
Gustavo is correct, crank your Mesh Splitting Factor in the MR options to
something high, problem solved

 

a

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ola Madsen
Sent: 20 March 2014 08:11
To: softimage@listproc.autodesk.com
Subject: RE: Mental ray volumetric shader errors

 

I don't think that worked in my scenario as I had numerous overlapping
objects (was doing an x-ray shot) and I got the artifacts in the overlaps as
well. Though this was easily fixed by  splitting the scene in a couple of
passes. 

 

o

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Gustavo Eggert
Boehs
Sent: Thursday, March 20, 2014 12:44 AM
To: SI mailing list
Subject: RE: Mental ray volumetric shader errors

 

Hey Fabricio, i'be bumped onto that also, in my case it was the Mesh
Splitting kicking in. It separates dense meshes into separate objects before
passing them on to MR. Therefore, some shaders get artifacts, like
volumetrics and bumpmapping also.

Real headache but easy fix...

Under MR > Optimizations, look for Mesh Splitting Factor, increase the value
up to infinity and be happy :D

Em 19/03/2014 19:20, "Ola Madsen"  escreveu:

I can only confirm this nasty little bug as I experienced it a couple of
years ago. If I remember correctly I managed to get rid of the artifacts on
some objects by actually tessellating the geometry instead of using to +
key. Some object still had the artifacts and I had to work around it by
splitting the scene and rendering the objects in in different passes.  

 

Cheers

Ola

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Fabricio
Chamon
Sent: Wednesday, March 19, 2014 11:05 PM
To: softimage@listproc.autodesk.com
Subject: Re: Mental ray volumetric shader errors

 

...forgot to say that I'm using "Particle_Volume_Cloud", which used to work
fine on meshes since always.

 

2014-03-19 18:56 GMT-03:00 Fabricio Chamon :

Hi, 

 

I'm trying to do some volumetrics in mray, but the shader is giving me all
kinds of wierdness on heavy meshes. Have anyone experienced this before ?

 

For the sake of simplicity, I have this test scene with only one default
sphere. If I crank up the sphere U/V subd to 200, it starts to show some
strange black areas. At subd 300, it renders all flat.

I'm guessing it's not a lookup table cell size problem...tried very small
values, and the volume renders almost completely solid (when it works).
here's some images to illustrate:

 

Imagem inline 1

 

 

I really need dense meshes because I want the fine control over the volume
silhouette to be on the mesh itself, not through shader trees.

 

anyone ?

 

<>

RE: Mental ray volumetric shader errors

2014-03-20 Thread Ola Madsen
I don't think that worked in my scenario as I had numerous overlapping
objects (was doing an x-ray shot) and I got the artifacts in the overlaps as
well. Though this was easily fixed by  splitting the scene in a couple of
passes. 

 

o

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Gustavo Eggert
Boehs
Sent: Thursday, March 20, 2014 12:44 AM
To: SI mailing list
Subject: RE: Mental ray volumetric shader errors

 

Hey Fabricio, i'be bumped onto that also, in my case it was the Mesh
Splitting kicking in. It separates dense meshes into separate objects before
passing them on to MR. Therefore, some shaders get artifacts, like
volumetrics and bumpmapping also.

Real headache but easy fix...

Under MR > Optimizations, look for Mesh Splitting Factor, increase the value
up to infinity and be happy :D

Em 19/03/2014 19:20, "Ola Madsen" mailto:ola.mad...@digitalcontext.se> > escreveu:

I can only confirm this nasty little bug as I experienced it a couple of
years ago. If I remember correctly I managed to get rid of the artifacts on
some objects by actually tessellating the geometry instead of using to +
key. Some object still had the artifacts and I had to work around it by
splitting the scene and rendering the objects in in different passes.  

 

Cheers

Ola

 

 

From: softimage-boun...@listproc.autodesk.com
<mailto:softimage-boun...@listproc.autodesk.com>
[mailto:softimage-boun...@listproc.autodesk.com
<mailto:softimage-boun...@listproc.autodesk.com> ] On Behalf Of Fabricio
Chamon
Sent: Wednesday, March 19, 2014 11:05 PM
To: softimage@listproc.autodesk.com <mailto:softimage@listproc.autodesk.com>

Subject: Re: Mental ray volumetric shader errors

 

...forgot to say that I'm using "Particle_Volume_Cloud", which used to work
fine on meshes since always.

 

2014-03-19 18:56 GMT-03:00 Fabricio Chamon mailto:xsiml...@gmail.com> >:

Hi, 

 

I'm trying to do some volumetrics in mray, but the shader is giving me all
kinds of wierdness on heavy meshes. Have anyone experienced this before ?

 

For the sake of simplicity, I have this test scene with only one default
sphere. If I crank up the sphere U/V subd to 200, it starts to show some
strange black areas. At subd 300, it renders all flat.

I'm guessing it's not a lookup table cell size problem...tried very small
values, and the volume renders almost completely solid (when it works).
here's some images to illustrate:

 



 

 

I really need dense meshes because I want the fine control over the volume
silhouette to be on the mesh itself, not through shader trees.

 

anyone ?

 

<>

RE: Mental ray volumetric shader errors

2014-03-19 Thread Gustavo Eggert Boehs
Hey Fabricio, i'be bumped onto that also, in my case it was the Mesh
Splitting kicking in. It separates dense meshes into separate objects
before passing them on to MR. Therefore, some shaders get artifacts, like
volumetrics and bumpmapping also.

Real headache but easy fix...

Under MR > Optimizations, look for Mesh Splitting Factor, increase the
value up to infinity and be happy :D
Em 19/03/2014 19:20, "Ola Madsen"  escreveu:

> I can only confirm this nasty little bug as I experienced it a couple of
> years ago. If I remember correctly I managed to get rid of the artifacts on
> some objects by actually tessellating the geometry instead of using to +
> key. Some object still had the artifacts and I had to work around it by
> splitting the scene and rendering the objects in in different passes...
>
>
>
> Cheers
>
> Ola
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Fabricio Chamon
> *Sent:* Wednesday, March 19, 2014 11:05 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Mental ray volumetric shader errors
>
>
>
> ...forgot to say that I'm using "Particle_Volume_Cloud", which used to
> work fine on meshes since always.
>
>
>
> 2014-03-19 18:56 GMT-03:00 Fabricio Chamon :
>
> Hi,
>
>
>
> I'm trying to do some volumetrics in mray, but the shader is giving me all
> kinds of wierdness on heavy meshes. Have anyone experienced this before ?
>
>
>
> For the sake of simplicity, I have this test scene with only one default
> sphere. If I crank up the sphere U/V subd to 200, it starts to show some
> strange black areas. At subd 300, it renders all flat.
>
> I'm guessing it's not a lookup table cell size problem...tried very small
> values, and the volume renders almost completely solid (when it works).
> here's some images to illustrate:
>
>
>
> [image: Imagem inline 1]
>
>
>
>
>
> I really need dense meshes because I want the fine control over the volume
> silhouette to be on the mesh itself, not through shader trees.
>
>
>
> anyone ?
>
>
>
<>

RE: Mental ray volumetric shader errors

2014-03-19 Thread Ola Madsen
I can only confirm this nasty little bug as I experienced it a couple of
years ago. If I remember correctly I managed to get rid of the artifacts on
some objects by actually tessellating the geometry instead of using to +
key. Some object still had the artifacts and I had to work around it by
splitting the scene and rendering the objects in in different passes.  

 

Cheers

Ola

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Fabricio
Chamon
Sent: Wednesday, March 19, 2014 11:05 PM
To: softimage@listproc.autodesk.com
Subject: Re: Mental ray volumetric shader errors

 

...forgot to say that I'm using "Particle_Volume_Cloud", which used to work
fine on meshes since always.

 

2014-03-19 18:56 GMT-03:00 Fabricio Chamon mailto:xsiml...@gmail.com> >:

Hi, 

 

I'm trying to do some volumetrics in mray, but the shader is giving me all
kinds of wierdness on heavy meshes. Have anyone experienced this before ?

 

For the sake of simplicity, I have this test scene with only one default
sphere. If I crank up the sphere U/V subd to 200, it starts to show some
strange black areas. At subd 300, it renders all flat.

I'm guessing it's not a lookup table cell size problem...tried very small
values, and the volume renders almost completely solid (when it works).
here's some images to illustrate:

 



 

 

I really need dense meshes because I want the fine control over the volume
silhouette to be on the mesh itself, not through shader trees.

 

anyone ?

 

<>

Re: Mental ray volumetric shader errors

2014-03-19 Thread Fabricio Chamon
...forgot to say that I'm using "Particle_Volume_Cloud", which used to work
fine on meshes since always.


2014-03-19 18:56 GMT-03:00 Fabricio Chamon :

> Hi,
>
> I'm trying to do some volumetrics in mray, but the shader is giving me all
> kinds of wierdness on heavy meshes. Have anyone experienced this before ?
>
> For the sake of simplicity, I have this test scene with only one default
> sphere. If I crank up the sphere U/V subd to 200, it starts to show some
> strange black areas. At subd 300, it renders all flat.
> I'm guessing it's not a lookup table cell size problem...tried very small
> values, and the volume renders almost completely solid (when it works).
> here's some images to illustrate:
>
> [image: Imagem inline 1]
>
>
> I really need dense meshes because I want the fine control over the volume
> silhouette to be on the mesh itself, not through shader trees.
>
> anyone ?
>
<>

Mental ray volumetric shader errors

2014-03-19 Thread Fabricio Chamon
Hi,

I'm trying to do some volumetrics in mray, but the shader is giving me all
kinds of wierdness on heavy meshes. Have anyone experienced this before ?

For the sake of simplicity, I have this test scene with only one default
sphere. If I crank up the sphere U/V subd to 200, it starts to show some
strange black areas. At subd 300, it renders all flat.
I'm guessing it's not a lookup table cell size problem...tried very small
values, and the volume renders almost completely solid (when it works).
here's some images to illustrate:

[image: Imagem inline 1]


I really need dense meshes because I want the fine control over the volume
silhouette to be on the mesh itself, not through shader trees.

anyone ?
<>