04-29-2011, 08:00 PM
Hey, I've been working on a project that is done using mental ray as its main renderer. How do some people composite their FumeFX over their Mental Ray Renders?
The problem I'm having is smoke is being emitted from a character, this character model has a displacement map shader on the character, obviously when I'm doing the smoke simulations, it is calculating based on the mesh BEFORE the displacement map is applied, so when I render out the smoke in mental ray, the displacement adds volume to the model causing the smoke to be covered up by the mesh and doesn't look like the smoke is being emitted from the character.
rendering out the smoke in Scanline does not work because scanline doesn't support the mental ray material displacement, and when comping the smoke from scanline over the mental ray there are problems as the shapes don't match, so it just looks wrong
Any suggestions on how I should tackle this? its quite frustrating,
The problem I'm having is smoke is being emitted from a character, this character model has a displacement map shader on the character, obviously when I'm doing the smoke simulations, it is calculating based on the mesh BEFORE the displacement map is applied, so when I render out the smoke in mental ray, the displacement adds volume to the model causing the smoke to be covered up by the mesh and doesn't look like the smoke is being emitted from the character.
rendering out the smoke in Scanline does not work because scanline doesn't support the mental ray material displacement, and when comping the smoke from scanline over the mental ray there are problems as the shapes don't match, so it just looks wrong
Any suggestions on how I should tackle this? its quite frustrating,