Have a look at the attached image... I can get Shave to render with the VRayMtlHair3 shader when using the Shave Hair Render Mode = Geometry. But there is significantly less hair appearing in the regions being returned from distributed rendering... so is this only partially (like a quarter) supported? Or is there a trick I'm missing?
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DR + Shave + VRayMtlHair3
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Hi Teodor, thanks for helping with this.
On further investigation, it seems like there is an issue with the hairs respecting the Shave setting "Hair Passes"... That is if Hair Passes = 1, everything looks the same, but when set higher than 1, the local translation is accurate, but the distributed regions are always only 1.
When the maya scene is rendered on remote machines with the translation occurring locally to each machine, the higher values are respected.
If a .vrscene file is generated with the maya RenderIntoNewWindow command, then the hair is generated but never more than 1 Hair Pass level.
If the .vrscene file is generated with the vrend command, then no hair is generated at all.
So to summarise, the shave option of Hair Passes does not work through DR or through standalone, but will work locally through the interface or through a mayabatch render.
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Thanks for the infos; we have not tested the VRayHair3 material with Shave&Haircut and for the moment I can't recommend using them together. For the moment, the VRayHair3 material works fine with Maya hair and VRayFur. For Shave&Haircut it would be best to use its own shading right now.
Best regards,
VladoI only act like I know everything, Rogers.
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