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color VFB channels render fail?

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  • color VFB channels render fail?

    I need to get a 16 bit color and a diffuse channel out but both of these are rendering black on me. All other channels (reflection, refraction, specular, & alpha) seem to be rendering properlly so im not sure where i'm going wrong. Ive been searching the forums but I havent seen any similar issues. I am using Rhino 4.0 with Vray for Rhino version 01.05.29. any help would be fantastic...thanks!!!

    Not sure if this is helpful:
    render progress;
    Beginning render sequence
    Preparing renderer...
    Preparing scene for rendering.
    [RenderView] startCameraTime=0.000000, endCameraTime=0.033333
    [RenderView] numCameraTMs=2, numFrames=1, frameSamples=2
    Initializing built-in VFB.
    [RenderView] startCameraTime=0.000000, endCameraTime=0.033333
    [RenderView] numCameraTMs=2, numFrames=1, frameSamples=2
    Subpixel color mapping is on: rendered result may have incorrect brightness.
    Preparing camera sampler.
    Preparing scene for frame.
    Compiling geometry.
    Preparing ray server.
    Creating and initializing 4 thread(s).
    Allocating memory for build data of 210 faces (5880 bytes, 0.0 MB).
    Initializing face build data.
    Creating 'done' event.
    Starting first thread.
    Waiting for thread completion.
    Releasing thread resources.
    Preparing faces for intersection tests.
    SDTree statistics:
    Total number of faces stored: 210
    Max tree depth: 18
    Average tree depth: 9.79661
    Number of tree nodes: 151
    Number of tree faces: 761
    Number of tree leafs: 59
    Average faces/leaf: 12.8983
    Memory usage: 1.22 MB
    Scene bounding box is [-137.534,-117.163,-9.00793]-[118.081,51.5719,197.645]
    Preparing direct light manager.
    Preparing global light manager.
    Irradiance sample size is 84 bytes
    Photon size is 56 bytes.
    Light cache sample size is 120 bytes.
    1 interpolation maps registered
    Rendering interpolation maps with minRate=-5 and maxRate=-3
    Setting up 4 thread(s)
    Bitmap file "C:\day_blur.hdr" loaded.
    Bitmap file "Z:\RefractionMap.jpg" loaded.
    Threads completed
    Setting up 4 thread(s)
    Threads completed
    Setting up 4 thread(s)
    Threads completed
    Calling endPass() on irradiance maps
    Calling prePassDone() on irradiance maps
    Image prepass completed.
    Rendering image.
    Setting up 4 thread(s)
    Threads completed
    Number of raycasts: 90644825
    Clearing global light manager.
    Clearing direct light manager.
    Clearing ray server.
    Clearing geometry.
    Clearing camera image sampler.
    Clearing camera sampler.
    Clearing DMC sampler.
    Clearing path sampler.
    Clearing color mapper.
    Successfully written image file "Z:\trophy.hdr"
    Render completed

  • #2
    what i am really looking for is a flat texture only pass. ideas?

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