By Kevron
#374302
Hi,

How would you exclude some lights from volumetric calculation? I tried with blocked emitter, but that did not have any effect.

Thanks,
Tor M
By Kevron
#374434
I think I have found a bug that could cause some serious head scratching.

1 - Make a new material
2 - Under "type" - choose Opaque
3 - Put a diffuse texture in "Color"
4 - Put a specular texture in "shininess"
5 - Put a bump material under "Global bump"
6 - Press "check paths" in your scene object.
7 - Here is the problem, it does not catch the two textures in "Color" and "Shininess". So if you try to network render this, you will always get a failed render. Because each node will search after the two missing materials, but they are not sent with "send dependencies".

Could somebody affirm this?

Regards,
Tor M
User avatar
By Aniki
#374437
As the cat is out of the bag now, will there be support for the OpenVDB file format from RF2013 as well for volumetrics?
And Field3D from other sources?

really looking forward to exploit the volumetrics to the maximum;)
By JDHill
#374438
Kevron wrote:I think I have found a bug that could cause some serious head scratching.

1 - Make a new material
2 - Under "type" - choose Opaque
3 - Put a diffuse texture in "Color"
4 - Put a specular texture in "shininess"
5 - Put a bump material under "Global bump"
6 - Press "check paths" in your scene object.
7 - Here is the problem, it does not catch the two textures in "Color" and "Shininess". So if you try to network render this, you will always get a failed render. Because each node will search after the two missing materials, but they are not sent with "send dependencies".

Could somebody affirm this?

Regards,
Tor M
Thanks, these are being forgot in the code that runs through the scene checking for textures. Please let me know if you find any more.
By JDHill
#374439
Aniki wrote:will there be support for the OpenVDB file format from RF2013 as well for volumetrics? And Field3D from other sources?
This would depend on the MaxwellVolumetric extension -- it would not be plugin-specific.
User avatar
By Aniki
#374443
I see, so its not yet supported in MW3 itself? I take it/hope its a logical step for Next Limit to update this soon since RealFlow 2013 has it also;)

Thanks JD, looking forward to check it out..
By JDHill
#374447
Basically, if it involves a file, then that falls on the extension's side, since we are not so insane as to have all these plugins individually trying to implement the reading of x-number of different file formats. Rather, a plugin asks an extension (i.e. mxx) to load a file, and if it does so successfully, asks it for some kind of representation (mesh, points) to be used for display.
By Kevron
#374459
Hi JD, this could be a another one..

1 - Make a material with displacement
2 - insert texture into displacement
3 - "check paths"
4 - this time the displacement is listed
5 - press "pack and Go"
6 - All texture files are collected, but not the displacement textures..


Cheers,
Tor M
By Kevron
#374966
Hi,

Any ETA on the fixes? I can't really render across the network with "send dependencies", because it does not send all the files needed for rendering. Results in instant render errors and crashes across the network.

Regards,
Tor M
By JDHill
#374967
Which types of files does send dependencies miss? Part of the way I am fixing this is to move to using the SDK methods for enumerating referenced files, rather than doing it with my own code.
By JDHill
#374971
Hmm, my tests so far do not show displacement textures being missed by the SDK dependencies check. You understand why I am asking questions, correct? Because it is not a good strategy to hide issues in the engine, by having plugins try to work around them.

So my next question would be: do you mean that it crashes, that it hangs, or that it refuses to render (hopefully complaining about missing dependencies)? I have to ask, only because people are so often imprecise when they talk about things crashing.

Lastly, since it is not realistic for me to try to reproduce your exact situation, I will most likely need you to:
  • 1. Perform an export.
    2. Render it locally, noting any problems.
    3. Try to render it remotely, with send dependencies, noting any problems.
    3. Try to render it remotely, without send dependencies, noting any problems.
    4. Compare the files available to the engine in step 2 with those in steps 3 & 4.
The point of this is to figure out what is causing the crash. A missing dependency should not be capable of doing that.
By Kevron
#374973
Hi JD,

I have no problems with you asking questions, I reckon is it not easy for you to understand what users sometimes mean.

If you see this thread, you can get the logs that I collected from the crash: http://www.maxwellrender.com/forum/view ... 7&start=30

If I use "Pack and Go", the displacement maps does not export to the "textures" folder. I have to manually place them there for the render to work as normal. But the problem I seem to have now could be something else. I am not able to render local or remote, but the PC node manages to render.

I´ll upload the file in question, see if you are able to render it out.

Tor M
Help with swimming pool water

Hi Andreas " I would say the above "fake[…]

render engines and Maxwell

Other rendering engines are evolving day by day, m[…]