Hi,
I have made fireplace and flame coming very good in default scanline render.
When i assine mentalrays flame cant render.
Why ?
fume fx not support mental rays ?
Thanking you
Hello,
MR suppoprt for FumeFX is coming soon. MR is not a native 3ds max renderer.
Regards,
Kresimir
Kresimir, just out of curiosity. would this be an update to fume, 3d studio, or the mental ray renderer?
That will be incorporated into FumeFX 1.2 (along with bug fixes) and it'll work only with mr/3ds max 9+.
Kresimir
sitnisati Wrote:That will be incorporated into FumeFX 1.2 (along with bug fixes) and it'll work only with mr/3ds max 9+.
Kresimir
excellent, thanks for the tip
Hello Fumers
This is my first post on this forum and I am hopeing some one can let me know how fume fx is performing with mental ray in max 2009 on a 64bit system. I would really like to see some images and videos of fume fx at work with mental ray renders before I buy. If anyone knows of links or maybe what shots were done in demo video of fume fx that were rendered with mental ray that would be great.
Thanks in advance on any help with my research.
Jack
Never mind i got my question answered over on cg sociatiy. Basic review is that Fume FX is not working with mental ray many issues still to be worked out with it.
LOL, I didn't say it wasn't working with mr, I said it was working, and I have only done some limited testing with it. It has issues yes, but it does work AND it is an initial release.
blower of smoke ..ooOO
Far Star Wrote:Never mind i got my question answered over on cg sociatiy. Basic review is that Fume FX is not working with mental ray many issues still to be worked out with it.
If there are issues with FumeFX 1.2 mr shader, please share it, so we can fix it.
At this point I've seen it working without errors.
Regards,
Kresimir
Kresimir,
This is great news to hear from you personaly that on your end you are not seeing any issues and that all is rendering as exspected in mental ray. This is really what I have been needing to hear before purchasing FumeFx but I am really needing to see some final images of it at work. Could you point out any images on demo reals or projects that have rendered Fumefx with mental ray that you feel really shows it working at its best ability?
sitnisati Wrote:Far Star Wrote:Never mind i got my question answered over on cg sociatiy. Basic review is that Fume FX is not working with mental ray many issues still to be worked out with it.
If there are issues with FumeFX 1.2 mr shader, please share it, so we can fix it.
At this point I've seen it working without errors.
Regards,
Kresimir
Not necessarily real world example but I did see some issues. Super simple test . Max2008 32-bit on xp32 bit, can't test on xp64/max64 until monday.
1 & 2 grids overlapping,standard shaders, simple source with procedural maps in fuel and temp. Frame 40 rendered.
Rendered Stock Scanline
Rendered Vray Stock with GI set Primary bounce to IR map only, no secondary bounce.
Rendered Mental Ray Stock with Final Gather with Autovolume Shadows (segments) and without Autovolume Shadows (simple) set.
Note: the only changes made to FumeFX were to turn off "renderable" in the FumeFXo2 object properties.
Also the MR Debug spits this out: I am guessing it is spitting these out because of the maps in the source fuel and temp slots.
Code: MSG 0.0 error: Atmospheric "FusionWorks Renderer" is not supported.
MSG 0.0 error: Object < FumeFX01 > has invalid texture vertices and may not render correctly.
MSG 0.0 error: Object < FumeFX02 > has invalid texture vertices and may not render correctly.
blower of smoke ..ooOO
Hello,
If rendering more than one grid with mr, you have to set Autovolume ON - not only shadow segments mode, but
main Autovolume switch.
If you're getting UV error, try to delete grid and create again. I will try to repro it here.
FusionWorks is not needed when rendering with mental ray.
Regards,
Kresimir
Thanks Kresimir,
The last panel in the image (the bottom right) has AutoVolume set with shadows segments, yet it still exhibits unusual behavior. I did "bump" the grids along the z-axis and this was the best it looked. Previously there was a huge black artifact the size of the bottom of the grid. It is affecting the alpha. I attached a .png with alpha channel below.
Although the single grid on the bottom left (with autovolume on) renders more accurately than the image directly above it (in which Autovolume was off) the base of the fire has a strange angle to it.
Also the amount of GI was not changed (set to 2.5) in the FumeFX render panel the GI multiplier seems to be quite a bit stronger with MR than Vray.
blower of smoke ..ooOO
Can you please send me a scene with two grids overlap?
I will try to debug the scene.
Thanks
Kresimir
sitnisati Wrote:Can you please send me a scene with two grids overlap?
I will try to debug the scene.
Thanks
Kresimir
Same as attached 4 post up "Max2008_FFX_MultiGrid_jrand02.rar", just set FumeFX01 grids z-axis to zero and enable Autovolume in Mental Ray, render perspective and the error will occur. Just FYI both grids sim really quick.
blower of smoke ..ooOO
Ah, I didn't saw a rar file 
That black rectangle is there as FFX grid sits directly on the box I guess.
Regards,
Kresimir
Yeah, that is what I figured, since the error does not occur when the bottom of the grid is below the plane. So that is good news and something to be aware of
Still the funky grid to grid action is definitely on the weird side...
blower of smoke ..ooOO
Jrand,
Thank you for letting me see some renders done with mental ray with fumefx. I must say it looks likek it is not really working to me.
Kresimir,
Now that you have seen this project are you seeing the issues and that this is a bug that needs to be addresses or is it a project spacific issues?
Are you not seeing these issues of the two grids overlap in your own projects and this is why you asked for Jrand spacific project?
Hello,
This scene renders properly... you just need to use Auto volume and also move FumeFX so that
two grids are not perfectly aligned on any axis. No errors appear here.
With Auto volume, any number of grids can overlap but they must not be alinged to each other
or geometry.
If aligned, raytracer might 'get confused' as all those interesections will be at the same distance.
We will be looking if we can solve this somehow, but workaround is pretty easy to do.
Regards,
Kresimir
Cool, Thanks Kresimir, at least there is a workaround
Did you notice the difference in the single grid renders with Autovolume on and off. It seems you get a more accurate result with it on even using just a single grid. With the sample scene rendering FumeFX02 only and lower the mr GI multiplier, switching the color to 1.0 & keyless mode, opacity 0.3, and lower the grid spacing to 1.0, and advection stride 0.1 the result is noticable in the GI cast on the floor.
So what I guess I am saying is, it is probably best to do all renders with Autovolume on when FG is enabled.
Far Star, you need to take it all with a grain of salt. As I stated earlier it does work and you can achieve a great result, you should try it out for yourself. You may be trying to achieve something completely different than most anyone else and issues other people find you may never encounter. Just my 2 cents
blower of smoke ..ooOO
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