I'm using kinefx fbx character import and i convert the principled shader to a vraymaterialbuilder, then I get a really strange render like my character is covered in thousands of spheres. Could anyon point me in the right direction?
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Could you help me understand why my character renders with what looks like tons of spheres?
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Originally posted by glacierise View PostThese are points - when vray sees points that are not part of a mesh, it renders them as spheres. Check your geometry
Is it possible this is just a KineFX FBXCharacterImport + Vray issue?
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I sometimes have issues with free floating points that render as spheres. A quick (and bit hacky) fix for that is to through a pscale attribute with 0 on the mesh. points will still be there, but they are scaled to 0 so you will not see them.
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Originally posted by glacierise View PostI'd have to see the scene to tell exactly, but I guess you'd be better off only sending the character mesh for rendering - split it off from the rest after you're done with the animation, and send that to render.
https://drive.google.com/file/d/13qv...ew?usp=sharing
The character uses UDIM so there are multiple UDIM tiles. If my scene is a mess, you could load the FBX in a blank scene. All I'm trying to do at this very first step is render the character with its textures using VRAY.
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Originally posted by ronald_a View PostI sometimes have issues with free floating points that render as spheres. A quick (and bit hacky) fix for that is to through a pscale attribute with 0 on the mesh. points will still be there, but they are scaled to 0 so you will not see them.
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Set this to "no point rendering" from default "render unconnected points".1 Photo
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Originally posted by bdancer View PostSet this to "no point rendering" from default "render unconnected points".
From your image it looks like it is about to say (Mantra) lol : )
edit: found it in the Geo Render tabLast edited by lagauche; 24-03-2021, 03:56 AM.
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Hi lagauche,
You can also use and "add" sop and use the option "Remove Unused Points" in the Polygons tab to remove any points that are not part of primitives and clean up your mesh so that doesn't happen again.
Best,
David.David Anastácio // Accenture Song - VFX
https://www.accenture.com/us-en/serv...visual-effects
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Hey David, actually I did try that many times. It doesn't work in this instance for some reason! Hope i'm wrong, but pretty sure.
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