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Orbaz Technologies Forum Index » Suggestions / Wishlist » mesh per particle / mental ray rendering issues
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mesh per particle / mental ray rendering issues
PostPosted: Tue Jan 15, 2013 8:23 pm Reply with quote
herbap
Joined: 18 May 2007
Posts: 15
Location: Turkey




hi

i have large amount (300-400k) particles with high poly "shape instance"s

my only option looks like render via mentalray (with "use placeholder objects" and "mesh per particle" options... its render blazing fast and without any memory consumption)

imho, there is no boundary when rendering particles with these options...

but mental ray didnt render animated particles properly via "active time segment" or "range" methods (when "mesh per particle" option checked in pflow)

it looks correct only when render frames manually... (eg. goto x frame, then hit render...)

i hope future updates correct this issue
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PostPosted: Wed Jan 23, 2013 12:36 pm Reply with quote
PsychoSilence
Joined: 25 Sep 2005
Posts: 1507
Location: New Orleans




the core of pflow is from max5.5... 'nuf said Very Happy
there is a hack by Bobo from ages go:
http://www.scriptspot.com/bobo/mxs5/pflow/pflow__MovingObjects.htm

pretty much bake out the XYZ motion to helpers and link the hires objects to it.

OR: cache with krakatoa to a PRT sequence and use Frost to attach shape instances through it. will be multithreadded at least. that's the way to go but you need almost 2000 dollars worth of extra plugins...

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PostPosted: Fri Jan 25, 2013 4:38 am Reply with quote
herbap
Joined: 18 May 2007
Posts: 15
Location: Turkey




thanks for (krakatoa+frost) advice...

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PostPosted: Sat Apr 11, 2015 5:37 am Reply with quote
annaya
Joined: 11 Apr 2015
Posts: 1




but mental ray didnt render animated particles properly via "active time segment" or "range" methods (when "mesh per particle" option checked in pflow)

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mesh per particle / mental ray rendering issues
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