Hi,
I am trying to automate the process of producing turnarounds for characters.
Here is the setup,
one scene for the Set including background, lights and camera liked to an animated Point Helper
another scene with the character
a third scene with the first two merged as xref scenes.
I also have a function embedded in a custom attributes in the scene root node to give thickness to non-closed objects flagged with the proper userproperty that is executed by a pre/post render callback...
1. with xrefScene camera, all the DR render black, the host seems fine.
2. if I merge the camera and the lights some render nodes are still seeing something different from each other, the stack must output different geometry.
3. all that s not a real concern since I am writing a script to build a scene with no xrefs to send for render (as usual with Max).
I was thinking to blame Max (as usual) and tried with MR and its satellites and it works fine (with a material override)...
What can possibly be different? Too complex for me...
I am trying to automate the process of producing turnarounds for characters.
Here is the setup,
one scene for the Set including background, lights and camera liked to an animated Point Helper
another scene with the character
a third scene with the first two merged as xref scenes.
I also have a function embedded in a custom attributes in the scene root node to give thickness to non-closed objects flagged with the proper userproperty that is executed by a pre/post render callback...
1. with xrefScene camera, all the DR render black, the host seems fine.
2. if I merge the camera and the lights some render nodes are still seeing something different from each other, the stack must output different geometry.
3. all that s not a real concern since I am writing a script to build a scene with no xrefs to send for render (as usual with Max).
I was thinking to blame Max (as usual) and tried with MR and its satellites and it works fine (with a material override)...
What can possibly be different? Too complex for me...
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