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Vrscenes issues with bounding box and pivots

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  • Vrscenes issues with bounding box and pivots

    Hi, again with vrscenes issues.

    Some models get bad boundin box when import to maya. In 3DS no problem, the preview geomtry seems to be also ok in Maya but bounding box is not good. Some of our scripts work with bounding boxes and we loose control about lots of things.

    Another issue is why if we change pivot in Maya vrscene gets corrupted and doesnt render properly?

    Just realice that is far not the same to import one vrscene with some objects with displacement than import each object separetly with same values. dont know why, but just compiling and light cache is way too long with separete vrscene objects rather than if they are imported in one object. Any reason?

    And last, we are trying to code our own script in maya to create easily vrscenes, we can export via code to vrscene without a problem, my question is there any chance to import the exported vrscene by code, via mel or python, we have everything settle up, just the import process of the vrscene is missing here.
    EDIT: We already solve it, if someone else needs from MEL you have to call: vrayVRaySceneCreateNode(string $filePath, int $flipAxis);

    Thank you.
    Last edited by Witt3D; 16-04-2020, 10:30 AM.

  • #2
    Hi, any update on the three questions.

    Thank you.

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    • #3
      Could you send the screen-capped .vrscene so we can take a look? What do you mean it gets corrupted, could you show a visual example?
      Just tested this on a simple scene and there doesn't seem to be a difference in overall rendering time. An example here would also be of use. Send the information to support@chaosgroup.com, mentioning this thread along with your V-Ray and host platform versions.
      Aleksandar Hadzhiev | chaos.com
      Chaos Support Representative | contact us

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      • #4
        This issue will be fixed with the next official release.
        Zdravko Keremidchiev | chaos.com
        Chaos Support Representative | contact us

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