I double checked versions to make sure it wasn't incompatible plugins and:
Submission Workstation #1: Worker 3ds Max Version: 26.1.0.2270
V-Ray version, build: #("6.10.08", "00000", "1cdbc1b0")
Render Nodes #1-5: Worker 3ds Max Version: 26.1.0.2270
V-Ray version, build: #("6.10.08", "00000", "1cdbc1b0")
Workstation #2: Worker 3ds Max Version: 26.1.0.2270
V-Ray version, build: #("6.10.08", "00000", "1cdbc1b0")
The render nodes render differently from the other Workstation. About half of the the scatter objects in the scene just scatter nothing on WS#2 but nothing at all scatters on the Render Nodes.
I can't think of a reason why various objects wouldn't scatter between different machines. The output is stable between frames and stable within the render nodes vs the second workstation that rendered.
I also have noticed that ChaosScatter sometimes picks odd pivot points for the scatter center on meshes. For instance I'm scattering some mushrooms and they are all on their side even though the local transform looks right. And some leaves are anywhere from 0 to 2' off the ground even though their centers are all on their geo and there is no transform randomization.
Is there at least a way to bake in instance positions before rendering so that I can guarantee consistency?
Submission Workstation #1: Worker 3ds Max Version: 26.1.0.2270
V-Ray version, build: #("6.10.08", "00000", "1cdbc1b0")
Render Nodes #1-5: Worker 3ds Max Version: 26.1.0.2270
V-Ray version, build: #("6.10.08", "00000", "1cdbc1b0")
Workstation #2: Worker 3ds Max Version: 26.1.0.2270
V-Ray version, build: #("6.10.08", "00000", "1cdbc1b0")
The render nodes render differently from the other Workstation. About half of the the scatter objects in the scene just scatter nothing on WS#2 but nothing at all scatters on the Render Nodes.
I can't think of a reason why various objects wouldn't scatter between different machines. The output is stable between frames and stable within the render nodes vs the second workstation that rendered.
I also have noticed that ChaosScatter sometimes picks odd pivot points for the scatter center on meshes. For instance I'm scattering some mushrooms and they are all on their side even though the local transform looks right. And some leaves are anywhere from 0 to 2' off the ground even though their centers are all on their geo and there is no transform randomization.
Is there at least a way to bake in instance positions before rendering so that I can guarantee consistency?
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