Hey everyone,
So I'll try to be the most precise as i could cause i'm not sure myself what could be really causing my problem and it might even have more to do with maya than vray but i'm not sure...
I'm currently working on some personnal project involving the use of Toon Shaders and the VRayToon node to draw lines on my models. I actually wanted to replicate some effect I saw done by Calder Moore that he did on a series about toon shading with arnold in c4d.
I went a very different path cause of my understanding of vray and maya possibilities as i wanted a direct 3D render result with no post production effect in photoshop.
I decided to push the displacement system and force the engine to render toon lines on super sharp displacement maps.
I'll be doing a lot of variation render of the same elements so i wanted to mix up the initial texture by adding UVWRandomizer to have a different placement of this wear effect. I linked the seed parameter to a controllers which allows me to make a variation of said parameter by keyframing it on the timeline to get a different result from 1 frame to another.
To be clear i'm doing 3 variations of this "wear" level on the same model. Each of this levels are then consecutively showing on the first, the second and the third frame. This process will allow me to do some command line rendering of multiple scene later as i will need to batch hundreds of images.
But i have a problem. Whenever i select a frame directly in maya on the timeline and hit render, everything goes perfectly on every frame and i get a diffrent result on the texture on both normal render and IPR, even with timeline scrubbing.
But as soon as i try to do some command line renders outside of maya and relying on the timeline animation, the UVWRandomizer doesnt "animate" the texture on wear level 2 and 3 (level 1 is blank). You can see the result below.
I need to precise that the texture on wear lvl 2 and 3 share some underlying texture. Wear level 3 texture is a more grungy version of the lvl 2 texture.
I'm pretty sure i'm overcomplicating the whole process by trying to achieve this effect with displacement. But I would really like to have information on what could be causing the UVWRandomizer seed paramater animation to not take effect when i do some command line render in comparison to to renders in the VFB. Is it maya related or just something not happening i vray ?
Thanks you very much for your time and sorry for my english i'm not a native speaker
Have a great day !
So I'll try to be the most precise as i could cause i'm not sure myself what could be really causing my problem and it might even have more to do with maya than vray but i'm not sure...
I'm currently working on some personnal project involving the use of Toon Shaders and the VRayToon node to draw lines on my models. I actually wanted to replicate some effect I saw done by Calder Moore that he did on a series about toon shading with arnold in c4d.
I went a very different path cause of my understanding of vray and maya possibilities as i wanted a direct 3D render result with no post production effect in photoshop.
I decided to push the displacement system and force the engine to render toon lines on super sharp displacement maps.
I'll be doing a lot of variation render of the same elements so i wanted to mix up the initial texture by adding UVWRandomizer to have a different placement of this wear effect. I linked the seed parameter to a controllers which allows me to make a variation of said parameter by keyframing it on the timeline to get a different result from 1 frame to another.
To be clear i'm doing 3 variations of this "wear" level on the same model. Each of this levels are then consecutively showing on the first, the second and the third frame. This process will allow me to do some command line rendering of multiple scene later as i will need to batch hundreds of images.
But i have a problem. Whenever i select a frame directly in maya on the timeline and hit render, everything goes perfectly on every frame and i get a diffrent result on the texture on both normal render and IPR, even with timeline scrubbing.
But as soon as i try to do some command line renders outside of maya and relying on the timeline animation, the UVWRandomizer doesnt "animate" the texture on wear level 2 and 3 (level 1 is blank). You can see the result below.
I need to precise that the texture on wear lvl 2 and 3 share some underlying texture. Wear level 3 texture is a more grungy version of the lvl 2 texture.
I'm pretty sure i'm overcomplicating the whole process by trying to achieve this effect with displacement. But I would really like to have information on what could be causing the UVWRandomizer seed paramater animation to not take effect when i do some command line render in comparison to to renders in the VFB. Is it maya related or just something not happening i vray ?
Thanks you very much for your time and sorry for my english i'm not a native speaker
Have a great day !
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