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Render farm - Phoenix/Maya/Vray3 Support?

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  • Render farm - Phoenix/Maya/Vray3 Support?

    Just wanted to check here to see if anyone might have any recommendations for a render farm which would support Maya/Phoenix/Vray3.0 (using nightlies.. don't know how that works into the equation)?

    Rebus thought they support Phoenix for Maya, but they were mistaken. I'm looking at RenderRocket as a render service as they also think they support Phoenix for Maya (article below), but I'd feel better with a handful of options. Everybody seems to be supporting RF or Phoenix for 3ds, but it seems Phoenix for Maya is a bit more taboo (what I would give to be able to export the fluid simulation to an animated mesh right now... Headache would be gone

    http://www.renderrocket.com/2013/04/...enix-fd-added/


    Thanks,
    Clayton

  • #2
    We haven't got any authorized Phoenix FD Render Farm so far, this is into our ToDo list however.
    Svetlozar Draganov | Senior Manager 3D Support | contact us
    Chaos & Enscape & Cylindo are now one!

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    • #3
      Phoenix FD -> About Phoenix FD. In the dialog, there is an option called "Use V-Ray 3.0 shaders". If you use V-Ray/Phoenix FD from similar dates, it should work without Phoenix FD installed on the slave machines. If the V-Ray/Phoenix FD builds are too different, you may have problems though.
      V-Ray/PhoenixFD for Maya developer

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      • #4
        What Ivaylo said, but please note that this applies only to the Phoenix simulator - you won't be able to render PHXFoam stuff like foam and splashes.

        In addition to Svetlozar - this concerns the Maya version and nightlies in general - the official Phoenix 2.2 for 3ds max can render on Rebus AFAIK, as well as other farms too, but it's just quite outdated compared to the nightlies.
        Last edited by Svetlin.Nikolov; 31-03-2016, 09:34 AM.
        Svetlin Nikolov, Ex Phoenix team lead

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        • #5
          But it's all about the foam man! All about that foam. The foam shader is A-grade baller. Being able to reduce particle count through the shader is tight as it gets.

          I got as far as extracting the particle splashes from the sim via Alembic, but when I import them into Maya, not only are they rendering as huge spheres (checked all the settings I could see in Alembic to change the radius. Couldn't find anything), but I have too many particles in there to begin with. I'm guessing that when exporting the nParticle system generated by Phoenix you need to modify the radius value in the particle shape node even though the current radius value is driven by the phoenix sim? I don't suppose Vray has any hidden gems that would allow me to reduce the particle count of an Alembic cache?

          Sorry. Went on a tangent there which is pretty off topic to this post. Haha. Great work guys! Mo' particles mo' problems (I think that's what they say.. dunno, sleep deprived and rocking on about 8 red bulls).

          Cheers.

          Edit: Also I would like to thank you and Ivaylo for dealing with me over the past month or so. You two were a huge help and I thank you once again for your patience.

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          • #6
            I don't know any issues with the foam shader. V-Ray 3.x has all PhoenixFd shaders and should be able to render them.
            V-Ray/PhoenixFD for Maya developer

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            • #7
              Ah, sorry, my bad - in Maya everything Phoenix can be shaded with "Use V-Ray 3.0 shaders". You have the foam limitation only for 3ds max. This should work the way Ivaylo said. I will check the export and import issue these next few days I hope.
              Svetlin Nikolov, Ex Phoenix team lead

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