In max 2014 and VRay 2.4 I’ve made a plain and slapped a Hair and Fur on top of it and used the “Tall Straw (breeze)” preset.
Added vraysun,sky,cam
In effects I’ve set it to “mr prim” mode.
If I scrub the timeslider I can see the animation of the grass in the viewport, but when I render, it renders each frame the same, NO ANIMATION!
If I switch to scanline and try “buffer” and also “geometry” mode, the grass animation renders fine.
On the V-Ray side, we pass exactly the same data as in 3ds Max 2013, where things work fine. I don’t know what’s changed in 3ds Max 2014; other types of hair animation (like dynamics) seem to work fine.
Any alternatives I can do in the meantime? Like maybe use max frame buffer instead of VFB and render with buffer mode?You can certainly do that, but it will be a pain.
Any other suggestions?You can go back to 3ds Max 2013 which works fine. Or perhaps use another hair solution, but that might be out of the question.
It seems that there is nothing that we can do about it on our end - we simply do not get the animated data from Shave in 3ds Max 2014 for this particular type of hair animation (other types like dynamics work fine). Autodesk were not sure what’s changed since 2013 either…
Thanks for the quick update Vlado! I submitted a bug report to Autodeksk, I guess it will have been sent to them a few times by other users by now (hopefully).
It seems they’re not interested in fixing this issue, which is a real shame. If it’s not working in 2014, I can guess it wont work in 2015 and beyond. That Hair and fur grass trick is actually a really handy (and free!) quick and dirty grass solution…
Having to move a project back to a previous version is really dicey and time consuming.
Thanks again, hoping some for some good news from ADSK in the future…
PS: As a side note…any chance of Vray Fur getting some more features? The ability to have random ‘noise’ movement on each hair strand (just like the animated frizz option that is in Hair and fur) would be awesome. I found that that simple frizz animation (using a noise map) was way simpler to set up than trying to get the same result with space warps…but space warps/collisions support would be awesome too!