02-06-2014, 09:20 PM
I used to use multiple fume boxes with max and windows (scanline and v-ray) all the time with no issue.
The issue seems to be Maya (and Linux) and mental ray.
I get random-certain frames-but not all 'tile-like' squares or 'squares with noise'
when the render camera has to render two (or more) fume boxes at once. They do not have to physically overlap-or visually either; on the frames it happens i can orbit around with the perspective camera and see a variation of the bug from all angles. But if i hide the multiples till one box remains-it renders as expected.
-the sim is fine-I can get correct sequence renders one-box-at-a-time.
-not shadow or light map related
-happens w/without Maya Volume Sampling
-alpha is effected as well.
-the artifact occurs with visible fume boxes whose simulation begins many frames later as well. If the box/grid is visible 'at all' it seems to be enough for the bug.
This feels like the classic (I saw this with Softimage in the '90s and multiple volume lights) mental ray multiple volume render bug. Pretty well known/documented issue for mr I believe. Its just that this one renders 'most frames in a sequence' fine. But the ones that don't render correctly-never will. Its like it 'almost works'-but isn't quite there.
Is this known?
Like i said i do this often and it will get tedious (rendering as many passes) to render with say arrays of fume boxes; for example a row of guns all firing together as a volley.
The issue seems to be Maya (and Linux) and mental ray.
I get random-certain frames-but not all 'tile-like' squares or 'squares with noise'
when the render camera has to render two (or more) fume boxes at once. They do not have to physically overlap-or visually either; on the frames it happens i can orbit around with the perspective camera and see a variation of the bug from all angles. But if i hide the multiples till one box remains-it renders as expected.
-the sim is fine-I can get correct sequence renders one-box-at-a-time.
-not shadow or light map related
-happens w/without Maya Volume Sampling
-alpha is effected as well.
-the artifact occurs with visible fume boxes whose simulation begins many frames later as well. If the box/grid is visible 'at all' it seems to be enough for the bug.
This feels like the classic (I saw this with Softimage in the '90s and multiple volume lights) mental ray multiple volume render bug. Pretty well known/documented issue for mr I believe. Its just that this one renders 'most frames in a sequence' fine. But the ones that don't render correctly-never will. Its like it 'almost works'-but isn't quite there.
Is this known?
Like i said i do this often and it will get tedious (rendering as many passes) to render with say arrays of fume boxes; for example a row of guns all firing together as a volley.

