2-The Mesh Clipper doesn’t generate a cut hatch in the intersect mode for this model.
3-The render time for Sections and Mesh Clipper took around 3 times the whole image, I have sent an example file to support@chaosgroup.com
4- Vrscenes is not rendered correctly with skatter (“render only” mode), check this video.
5-When I apply a glass with a diffuse preview layer to a solid group and on any front and Back, the material will be opaque in the VFB. I have fixed the issue by applying the material on the all faces or by deleting the Diffuse preview layer and enabling the Binding slider.
Seems a bug for me, here is an example for the issue
6-Sections and Mesh Clipper Doesn’t Clip the Vrscenes.
Known issue since the previous release with vrscenes and skatter - uncheck render only and they come in fine. Presumably because a proxy of a proxy is a bit silly, and vray doesn’t understand the skatter proxy of the vrscene proxy that its making.
we’ve just been using the vrscenes at a lower poly count and then using full geometry, works perfectly. The section plane issues has also been a slight annoyance - I think in 1 project we were using vrscene file to reference a large amount of interior furniture for a refit - we ended up making a “cut” vrscene proxy and “full” one and just swapped between them. Not ideal, but I can understand the difficulty of trying to slice/boolean a proxied object from CG’s perspective
Thanks for the tip Delineator, but this project is too big and this sectional perspective is just a small part of it. In this project all the shrubs in the scene are set to “Render Only” to avoid any slowness in viewport movement.
1-If I import this Skp proxy file to this Skp Project file which contain the same proxy, the Multi material for the imported proxy file become a standard material.
2-When I create Triplaner map for this model and edit its axes, the edited component will be flipped in the VFB. Here is a video for the issue :
Hi Mousa,
All the things that you’ve listed are valid problems
This is something that we’ll have to work on together with the Scatter developers to resolve.
I’ll keep you posted when there’s progress.
This is something I was able to reproduce in Maya too. This means it’s a core problem.
It only happens if the objects that you’re working with are big in scale and when the ‘Intersect’ clipper mode is active.
As a workaround I would suggest you use the ‘Subtract’ mode (if possible).
I will also report this as a core bug and hopefully it’ll get resolved in the future.
I’ll check with the support team and possibly test the scene on my system.
Again, we’ll have to help the Scatter devs to support the VRScene.
It does not work like the proxy and I guess that’s why they haven’t implemented it in the right way.
Thanks for pointing this out.
This issue is caused by something internal that we do for managing materials applied to different scene hierarchy levels (groups, components, faces).
It will get fixed in the future since we have plans to re-design this internal logic.
On the other hand your setup is way too complicated I think.
The proper way of doing something like this is: 1.Disable material or texture binding. 2.Setup your material the way you like it. 3.Assign a custom texture to the SK material, used only for the viewport representation. (No additional material layers are necessary)
Unfortunately I noticed additional issue that does not allow me to set things up in the ‘correct’ way.
Once it’s fixed I’ll let you know and send you an example scene.
I was able to find the problem causing this.
Once again it has to do with VRay core but this time we might be able to work around it.
I am sorry that there is no easy solution for your problems.
All the issues here have been logged and we’ll do our best to resolve them as quickly as possible.
Thank you for the detailed and meaningful feedback!
From Skatter’s point of view, there is no difference between a vrmesh and a vrscene, or any component or group, for that matter.
Skatter simply gives a list of Transformations for a given Component Definition, for V-Ray to generate Instances of this definition at render time. What’s inside these Definitions is irrelevant to Skatter.
But I guess V-Ray treats them differently.
My bad,
we have to handle the VRScene scattering on our side.
There are certain limitation with vrscenes but we’ll do our best to have this implemented in the next version.
Unfortunately, our support for skatter is not general purpose. Hopefully we will be able to able to address this fully (lights, planes…) in the next major release. For the time being we have added support for VRayScene skattering.
VRayScene Skatter support should already be in the latest nightly. jiminy-billy-bob, could you verify that this works as expected so that we can guarantee it will work correctly for 3.60.03?