I used your cloud setup today but didn’t quite like the look you get with the density noice map (unless I wanted torn thunder clouds) I’ll have to play more to get the look that I want.
However, I can’t get any coloring on the clouds when using a sun system. (Vray sun) when placed low on the horizon.
I have to include a spot or directional light to get the beautiful coloring on the clouds. Why is that?
Duplicating a cloud sim grid makes the entire Max scene grind to a halt. Super slow viewport update. Delete all but one and everything is super responsive again.
How do I make a grid loop on one specific frame of the simulation. Say I really like the look of a cloud in frame 45. Now I want that cloud frame for the entire shot.
If you have the GPU preview enabled and you don’t have enough detail reduction, you are going to get a slowdown, especially with large viewport and many grids. Note that the GPU preview won’t auto-reduce detail like the voxel or particle previews. You might want to enable the “Only if selected” option in the Preview rollout if you want to have one visible grid, but with the maximum detail, or otherwise you’d want to reduce the detail for all grids.
Regarding looping, check the docs → Input rollout → Mode = Cache Index
I think it works as it should.
I was hoping to get more of a coloring effect on the clouds with a sun set. But that is no problem. I’ll use the Atmosphere pass for that or add an extra light.
Didn’t know I could. But on the other hand I get the same noise with only Brute force. I’ll try to fix the image so you can see. It’s worst in the dark areas.
I made this GPU rendering of clouds last night and I am aware that it’s a bit of a hit and miss when rendering multiple grids at the same time with GPU.
But what should I be aware of cos it seems that it works well as long as they don’t overlap or the camera enters the grid.
Or have I missed something.
I’m linking to a vimeo file for you to look at.
passwrd: phx
Max 2016, Phenix V: 3.11.03 build ID 2019081128442 Vray Next 4.02.04.00001
Looks great, you just need to know that if there are overlapping walls of the grids then those won’t be rendered correctly.
You can workaround this by just offsetting the position a bit.
The camera inside of the Grid should be fixed for the next release of V-Ray.
Hmm, my network is acting up. Could be reason for the broken renders. No that wasn’t it.
I understand that these builds are wip and don’t expect them to be flawless.
Can you tell me one build where it works? Today I downloaded the latest nightly for 2016 and it’s all or nothing. The clouds show in the light cache pass but gets ignored when redering. In the animation above I have frame 0-23 no clouds, 24-30 clouds, 31-40 no clouds, 41-120 clouds, 121 - 300 no clouds.
Could it be a memory issue? I have a gxt1080 and as I continued on other work I had a warning regarding memory.
Is there a way to flush th ememory on the graphics card?
Seems to be working fine with a latest nightly. Can you check your memory during rendering of those frames? It’s best to use a gpu monitor tool such as GPU-Z or MSI Afterburner.
If the memory is in check - can you send us the scene with a frame where there is a problem so we can check it out?
I ran gpu-z and the memory is not the problem. I’ll bake a zip and send it to support later tonight or tomorrow morning.
gotcha on the light cache/ CPU relation.
Can the scene scale influence the renderer? I know that I’m on the limit of what Max can display. Very annoying but could this be the cause why it fails to render. If so then I can try and scale the scene.