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Post by Toni L. on Oct 31, 2016 1:25:13 GMT -5
Hi,
I have a strange problem when using particle placement to set my agents in place with Miarmy Express v.5. and Maya 2015:
- First, I use the "Particle Tool" from Maya, to place by hand some particles over an area. The particles don't move, I only use them to place the agents where I wish. - Then I place my agents using the "Create Placement Node From -> Particle 3D" - I set the attribute "Poslock" to be able to use the "Placement Editor" to distribute more than one agent. - I create the agents cache and use the Meshdrive 2 to prepare de render (for some reason, the Meshdrive 3 doesn't render some geometry and MD2 does ...) - I set the globals for rendering.
To this point, everything goes ok. I can see my agents moving, the MD2 cache works, everything works.
Then I Batch Render the simulation using VRay BUT, when I check the frames, the actors don't move ... they are stuck in their positions and they are completely static ....
What am I doing wrong? Before rendering the sequence, the agents move and all is ok, but if I render, they appear static!
Please, help me in this issue.
Thanks,
T.
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Post by Yeah YANG on Oct 31, 2016 4:26:20 GMT -5
Dear Sir,
Mesh Drive 2 not support batch render by usual. You have to render it by: Miarmy > RENDER > Forground Render Render it with Maya openning.
I hope this is helpful.
Cheers! --Yeah
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Post by Toni L. on Oct 31, 2016 7:21:41 GMT -5
Thank you Yeah,
I need to render using Batch Render and distributed through some machines using BackBurner .... can I do this using MD2?
If not, why if I use MD3 some parts of geometry from my agents doesn't show in render? I have some cars and in MD3 it only shows the tyres! I've revised the shaders and geometry and everything is ok ...
Is there another way to render with Vray without using MD2 or MD3? What can I do to solve my problem with MD3?
thanks again,
T.
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Post by Yeah YANG on Nov 1, 2016 9:29:25 GMT -5
Hello Tobnils, I guess you have multiple shaders on single geometry, Our software not support this type of shader for MD3. The method is simple: 1. select the polygon faces based on one shader 2. extract the faces belong to that shader from main geometry 3. extract several times, you can split your main geometry to different pieces. Then it meet the standard Would you please try to deal with your geometry a little bit so that each geometry only contain 1 shader?? Best regards! --Yeah
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Post by Toni L. on Nov 1, 2016 14:59:23 GMT -5
Hi Yeah,
Right now I don't have multiple shaders on single geometry because I had this same problem some time ago. Now, each piece of geometry has one shader but still doesn't work :-(
T.
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Post by Yeah YANG on Nov 2, 2016 3:54:40 GMT -5
Hello tobnils,
Oh that's great! would it be possible send the file to me again. We can check for you shortly.
All the best, --Yeah
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Post by Toni L. on Nov 2, 2016 15:08:04 GMT -5
Hi Yeah, I'm afraid I can't send you the file for confidential issues .. I'll have a look again at the shaders to see if I missed something.
thank you again for your support,
T.
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Post by Yeah YANG on Nov 2, 2016 19:55:13 GMT -5
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