Hey,
We're looking into rendering some huge scenes with many instanced characters that have a Yeti hair solution. Since the yeti nodes don't seem to be having some nice "loop" or "offsetting" of loading the caches we were thinking of exporting VRayScenes (e.g. 16 frames) and importing those to the locations of the characters with their respective time offsets. When set to loop it seems to just stay static after the end frame instead of looping.
Unfortunately it seems the "loop" setting on the VRayScene doesn't seem to work (though Ping-pong seems to be doing something). We tried this on something as simple as an animated cube as well. Are we trying to do this the wrong way?
Would anyone know any other techniques to optimizes this for rendering and get our crazy amount of characters rendered with some hair on their heads.
The hair is currently done with Peregrine Yeti.
Cheers,
Colorbleed
We're looking into rendering some huge scenes with many instanced characters that have a Yeti hair solution. Since the yeti nodes don't seem to be having some nice "loop" or "offsetting" of loading the caches we were thinking of exporting VRayScenes (e.g. 16 frames) and importing those to the locations of the characters with their respective time offsets. When set to loop it seems to just stay static after the end frame instead of looping.
Unfortunately it seems the "loop" setting on the VRayScene doesn't seem to work (though Ping-pong seems to be doing something). We tried this on something as simple as an animated cube as well. Are we trying to do this the wrong way?
Would anyone know any other techniques to optimizes this for rendering and get our crazy amount of characters rendered with some hair on their heads.
The hair is currently done with Peregrine Yeti.
Cheers,
Colorbleed
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