Rendering Phoenix with Rebus / Converting Phoenix to mesh?

Hi!

Since Rebus Renderfarm doesn’t support the Phoenix-PlugIn: Is there any possibility to convert my Phoenix simulation to a solid mesh?

Thank you!

you can export it as vray proxy, it supports animated meshes

(Edited out)

When I export the whole simulation as VRay proxy with animation, nothing shows up when imported.

Rendering rollout Mesh = Rebus: “Error rendering frame 400: Missing dll: phoenix2.dlr - PHXSimulator ; Missing dll: phoenix2.dlr - PHXSource ; Missing dll: phoenix2.dlr - Phoenix Node Extender ; Missing dll: phoenix2.dlr - PhoenixFD Atmosphere”

Preview rollout = Show mesh: Nothing shows up.

You have to enable the mesh preview first before exporting to vrmesh: from the Preview rollout → Show mesh.

yes, actually the export is using the mesh in the viewport. this is a bit confusing, actually we did not write special code for the export, and when someone asked us we tried and it worked. it worked because there is a mesh preview. however, this is not applicable for ocean rendering, the preview shows only the simulator in order to be fast.

Edit: It works! Phoenix was still activated in the atmosphere-option. I deletet it and now Rebus works just fine. Once again, thank you for your help.

Edit 2: I accidently deleted the first version of this posting. The mesh export worked fine when “Flächen und Kanten” is activated in the viewport (by pressing F4. Don’t know the english term).

Flächen und Kanten must be edged faces, you can see the edges of the triangles right? i think this is not actually needed.
anyway, you can avoid the dll error deleting the phoenix atmosphere effect registered in the environment options

Without it, I cannot see the mesh and so I cannot export the VRay mesh. (3DS Max 2013, V-Ray Adv 2.40.04, Phoenix 2.1.1.)

You should upgrade to 2.2 when possible, there are a lot of fixes and improvements, this problem should not occur now :slight_smile:

Great. I’ll give that a try after my 2 weeks holidays that start: Now. :wink: