well yes thats what I meant, by placing the shapes on the strands by topo
then you have more control.  otherwise if its down to the render then is
hard to see if anything is wrong until later.  perhaps there is a way to
'massage' the existing strands angles before sent to render but is hard to
reproduce. if you have a small simple reproducible example of this
happening there may be a way around the issue. like introducing a small
2ndry angle to all strands

On 30 September 2015 at 10:27, Olivier Jeannel <facialdel...@gmail.com>
wrote:

> Hey Rob :)
> Well, in viewport they are just ordinary strands (like a curve or a hair).
> I do generate a geometry with PLND Deform By Strand, but that's a shame
> because it's much heavier,  and loose the power of putting 2000 strands if
> desired :/
>
> On Wed, Sep 30, 2015 at 10:51 AM, Rob Chapman <tekano....@gmail.com>
> wrote:
>
>> clutching at straws.. but if they are good in viewport and not at render
>> time  could you not attempt to bake them into topology first?
>>
>> On 30 September 2015 at 09:16, Olivier Jeannel <facialdel...@gmail.com>
>> wrote:
>>
>>> Will check the rotation idea, although I think I already checked while
>>> looking for the soluton in distress.
>>> The temporary solution was to use PLND Deform By Strands with a grid,
>>> but it's slow and I have many many strands in the scene, hopefully not all
>>> of them have bugs (or noticeable bug).
>>> And I'm usin Redshift, but tested with MR, and I have the same bug.
>>> Probably one of these twisting rotation problem when going above 720°...
>>> I tried some Upvector tweaking too, but it was a shot in the dark.
>>>
>>> Too bad, it's getting a bit fucked-up at render stage, the scene is
>>> really nice and shows some ice magic (you know, the one you're happy with)
>>>
>>> Anyway, if someone has an idea don't hesitate to post ;)
>>>
>>> On Wed, Sep 30, 2015 at 2:14 AM, Nono <nnois...@gmail.com> wrote:
>>>
>>>> Yes already saw that a couple of times...
>>>> Sadly I think it's a renderer specific problem of the strand
>>>> orientation.
>>>> Just to check, switch to mental Ray and you will see something
>>>> different.
>>>> Giving a small rotation on a second axis should fix the problems.
>>>>
>>>> Le mer. 30 sept. 2015 à 01:09, Sven Constable <sixsi_l...@imagefront.de>
>>>> a écrit :
>>>>
>>>>> Are you using mental ray? If so, try switching from scanline mode to
>>>>> raytrace for primary rays (optimization tab). A shot in the dark though…
>>>>>
>>>>>
>>>>>
>>>>> sven
>>>>>
>>>>>
>>>>>
>>>>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>>>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Olivier
>>>>> Jeannel
>>>>> *Sent:* Tuesday, September 29, 2015 8:13 PM
>>>>> *To:* softimage@listproc.autodesk.com
>>>>> *Subject:* Align Strand segments
>>>>>
>>>>>
>>>>>
>>>>> Hi all,
>>>>>
>>>>>
>>>>>
>>>>> I'm using Create Strands and BendStrands to make some kind of spiral
>>>>> ribon.
>>>>>
>>>>> [image: Inline image 1]
>>>>>
>>>>> As you might see in the attached pic, I'm getting some artifacts at
>>>>> render time. The particle shape is set to Box, ConstrainStrandLength,
>>>>> AlignStrandSegments are plugged, but don't do much to correct this.
>>>>>
>>>>>
>>>>>
>>>>> Any idea ?
>>>>>
>>>>>
>>>>>
>>>>
>>>
>>
>

Reply via email to