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Strange Liquid Mesh Behavior in Rendering

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  • Strange Liquid Mesh Behavior in Rendering

    Hi,

    I got a strange problem rendering my Liquid Mesh. Please see the picture attached. It shows the Mesh in Viewport and in Rendering (with V-Ray).

    Additionally I send you a support e-mail with file dowload. You find the phoenix sequence, the max file and a small viedeo which shows the problem.


    I hope you can help me fix it.

    Thanks in advance!

    Edit:
    Version Info:
    Phoenix Fluid Dynamics ADV for 3ds Max 2020 / V-Ray 4.x
    Version: 3.14.00, Build ID: 20190427

    Rendered in Network Rendering via Deadline (Version: 10.0.27.2 Release (37e76e772)) on several machines.
    Attached Files
    Last edited by TubeSmokeGuy; 31-07-2019, 01:07 AM.

  • #2
    This is excellent issue reporting, thank you! We will check it and come back to you...
    Svetlin Nikolov, Ex Phoenix team lead

    Comment


    • #3
      Hey,

      Does it help if you disable the displacement by the wetmap? Looks like there are some issues how this works with your setup.

      How did setup the scene to use the network rendering? The only way we managed to render it locally was to merge it into a new scene, it always tries to submit it to the network.

      Thank you,

      Georgi Zhekov
      Phoenix Product Manager
      Chaos

      Comment


      • #4
        When you use the render button from the VRay Toolbar it renders in production mode locally.
        Or you can open the VRay VFB and click the render button there.

        For network rendering we use a inhouse plugin which manages our shots and directly submits them to deadline with the parameters we want. I swear it has no connection to phoenix and does no evil stuff .

        OK I send the job again to network render with the wetmap displace object deleted. Lets have a look.

        Ooooooooooooooooooooo Kaaaaaaayyyyyyy .... im stunned right now. Killing the object which was carrying the water-leveled displacement, controled by the wetmap of the simulators wetmap particles, fixed that crazy behavior of the liquid mesh.
        But why?

        What If i want my wetmap puddles?
        Last edited by TubeSmokeGuy; 31-07-2019, 08:10 AM.

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        • #5
          Ah, glad it's working.

          We're still not sure why the displacement breaks with the wetmap breaks the scene, we need to investigate this further. I logged this as a bug and I will update the thread when we have more info on that.

          If you use the wetmap as a mask for blending two materials - one dry and one wet should be working correctly, seems that the issue happens when you use the wetmap as a displacement.

          Cheers,
          Georgi Zhekov
          Phoenix Product Manager
          Chaos

          Comment


          • #6
            Just for your interest:

            I found two workarounds for this case:

            1. Clone the LiquidSiumlater and hide the clone. Use the wetmap particles of the cloned simulator in particle tex. Now you can render the liquid mesh from the first simulator and the displaced wetmap puddles from the cloned and hidden simulator, all in one pass.

            2. Export a PRT Sequence from the wetmap particles, load it via the PRT Reader and use the PRT Reader as Source for the Particle Tex. But then you have to take care of that the timing of the simulator and the prt reader are matching (You have no choise. You must set the origin and the speed of the simulator to the original values, cause there are no time controls in PRT Reader (sorry !) ).

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