User avatar
By osuire
#310516
I tried the single side SSS as soon as I got my hands on V2.
I was dissapointed to see that it crashed on the first tree I threw at it.
My leaves are intersecting. Is that what crashes MW ? I tried to get an answer to whether intersecting geometry would be a problem with that new type of SSS, but never got an answer.
I guess it was a politically incorrect question to ask just before the release of V2...

Another little problem I get with trees is that when I make them into blocks and use the "Instances" option, they will just not render at all.
The rest of the scene renders fine, but no trees.

What's going on ?

I must add that I am using the latest V5 64 bit WIP (Sept. 29th) along with Win 7 beta and 64 bit MW.

--
Olivier
By JDHill
#310529
I have not known of any limitation like that; the only ones I know of are:

1. instances cannot have emitter materials, nor be instances of an emitter
2. emitter materials cannot be used in a multi-material situation

For (1), this limitation may or may not have been lifted; it was at one point during development, but I lost track of whether it came back or not. For (2), it does not apply in Rhino, as we cannot support multi-materials at the current time.

As for the original question of instances not appearing, I am not aware of a specific problem here, but I'll see if I can reproduce what you describe. On the question of thin sss crashing, I did find earlier that certain combinations of attenuation and roughness are causing a problem: http://www.maxwellrender.com/forum/view ... 75#p309175
User avatar
By osuire
#310532
Hi Jeremy,

I must specify that my trees are all just meshes.
I get strange Rhino V5 behaviors with meshes too, so that may be linked.
In particular, importing mesh objects from libraries sometimes makes other meshes go haywire.
I sent files to Pascal some time ago, but it seems it is still not resolved.

Regarding the SSSSS problem, I was using the leaf material provided with the install.
I'll try to fiddle around with the coefficients to see if it works.

Cheers,

--
Olivier
By JDHill
#310534
Olivier, I'm testing here with a typical tree, and the thinsss_treeleaf.mxm from the default Maxwell 2.0 install. Firstly, I changed the roughness of the second BSDF to 0.0, in avoiding the known issue of crashes being caused by the roughness value of 1.0. After that, I've assigned this material to the leaves of a tree, then blocked that tree and inserted several instances of it, and made sure that they are intersecting. So far, everything is exporting as expected, and rendering without any crash.

I can think of one case where objects that should be exported would not be, and that would be if the meshes are not valid; however, you indicate that your trees export fine, except when they are written as instances, so that doesn't seem to be an explanation. Could you open the plugin's log viewer window and see if anything out of the ordinary is reported during your export?

[sorry, I see you posted again before this...I suppose it still applies]
User avatar
By osuire
#310544
JDHill wrote:Olivier, I'm testing here with a typical tree, and the thinsss_treeleaf.mxm from the default Maxwell 2.0 install. Firstly, I changed the roughness of the second BSDF to 0.0, in avoiding the known issue of crashes being caused by the roughness value of 1.0. After that, I've assigned this material to the leaves of a tree, then blocked that tree and inserted several instances of it, and made sure that they are intersecting. So far, everything is exporting as expected, and rendering without any crash.

I can think of one case where objects that should be exported would not be, and that would be if the meshes are not valid; however, you indicate that your trees export fine, except when they are written as instances, so that doesn't seem to be an explanation. Could you open the plugin's log viewer window and see if anything out of the ordinary is reported during your export?

[sorry, I see you posted again before this...I suppose it still applies]
I'll try that tomorrow. I've launched important renders and I don't want to risk messing them up.
This bad geometry problem is quite difficult to tackle since Rhino doesn't always detect it, and Doesn't seem to have the same criteria than MW...
Anyways, I'll come back to you if I can get some interesting logs.

Cheers,

--
Olivier
User avatar
By polynurb
#310546
JDHill wrote:I have not known of any limitation like that;
sorry guys,

i messed SSS up with displacement... :oops:
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