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Vray GPU doesnt render a lattice properly in Maya

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  • Vray GPU doesnt render a lattice properly in Maya

    When i attach a lattice to some leaves of a tree, in GPU mode it renders the entire set of leaves as a solid block. In CPU mode its fine. But in CPU mode, if I play the time line with no animation, it renders particles that should be invisible. Does Vray GPU not support lattices in Maya?

    so both GPU and CPU are having issues.

    Here are my steps.

    have a tree with leaves and branches separate meshes
    select leaves and create a lattice with 20 division
    with the lattice still selected, go to nParticles and select Soft Body with the following options:
    -duplicate, make original soft
    -check: hide non-soft object
    -check:make non-soft a goal
    set weight to .5

    this is when the lattice renders the leaves a solid block and i get the following error in the script editor:

    // Warning: V-Ray : 'particleSamplerInfo1.outIncandescence' (type: kParticleSamplerInfo) is not expected as texture input to 'npPointsBlinn.incandescence'.
    // Warning: V-Ray : 'particleSamplerInfo1.outTransparency' (type: kParticleSamplerInfo) is not expected as texture input to 'npPointsBlinn.transparency'.​

    this is also when i see particles in CPU mode when animated.

    the purpose of the lattice is to add turbulence to the particles to animate the leaves.

    Viewport
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    GPU render
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    CPU render up close where you can see the particles
    Click image for larger version

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    both modes in Arnold doesn't show the particles

  • #2
    The issue is that the particles are visible both in CPU and GPU. I presume the big chamfered square is just the GPU not handling points, but spheres, and the nucleus having a big radius for Particle Size.

    The warning messages are related to the particleSamplerInfo node - an issue (internal tracker id: VMAYA-13273) that we fixed not too long ago and is now reappearing (I'll reopen it). On a side note, the particleSamplerInfo is also not supported on the GPU.

    Either way, the workaround is to set the particle Opacity to 0 (nucleus > Shading). Not sure how you made it to work with Arnold without setting the opacity to zero; they render on my end, but with a different scaling, it seems.
    Aleksandar Hadzhiev | chaos.com
    Chaos Support Representative | contact us

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    • #3
      That fixed it. Thank you. I did also have to change Particle Render Type to MultiStreak for GPU. Thanks again.

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