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Old 19-06-2012, 08:25 PM   #1
InTheShadows
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Question Particle Clouds Errors on Rendering

Hi folks,

My friend consulted me with a explosion scene problem. The Scene used particle cloud to simulate a rocket propulsion, on collision with the ground, it explodes.

The distance travelled by the emitted particles (after collision) varies from the simulated value when batch rendered. A single frame render follows the simulated value, but batch render does not. The viewport render also follows the simulated values.
Maya 2012 x64 used.
Can anyone suggest a solution.

Thanks In Advance.
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Old 19-06-2012, 08:56 PM   #2
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May be my post is a bit confusing.
So i am attaching an image which may help u understand the difference between the renders in viewport, single render and batch render....pls look at the difference between the emitted particles coming out of the exploded missiles...
Attached Thumbnails
Cgtantra Upload.jpg  
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Old 20-06-2012, 07:35 PM   #3
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Default hi

Quote:
Originally Posted by InTheShadows View Post
May be my post is a bit confusing.
So i am attaching an image which may help u understand the difference between the renders in viewport, single render and batch render....pls look at the difference between the emitted particles coming out of the exploded missiles...
I hope you had your scene set to 'play at every frame' option, apart from that is it possible for you to post the scene here.
Moreover, how does the simulation looks like when you playblast it?


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http://learningfluids.blogspot.in/
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Old 24-06-2012, 12:42 PM   #4
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thanks for responding.
Yes, It is set to play at every frame, and the playblast is fine. Also it is playing fine in real-time on viewport. The problem is only seen in Batch render, and that too in the secondary particle.
Yeah I will upload the scene.See link.

http://www.mediafire.com/?02mfoovv4ibjcs8

Regardsg
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Last edited by InTheShadows; 24-06-2012 at 12:49 PM.
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Old 26-06-2012, 03:40 PM   #5
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Default hi

Thanks for sharing the Maya scene file.
Unfortunately, I didn't had Maya 2012 but I checked this on Maya 2013.
Although, I didn't have enough time to look inside the Hypershade and Dag Nodes, but here is what I learnt from the render file log.


1 The render log seems to have "cycle on" warnings associated with different node attributes, e.g. "shell_trailShape.ageNormalized" can you confirm if this attribute is connected? As I didn't checked the User Defined scalar and vector attributes connected from particleSampler info node.

2 'Hardware rendering selected but skipping'- is what I get while rendering, although the scene is being rendered with S/w renderer.There might be some dependency on the Hardware Renderer Dag Nodes.
Can you confirm if these are the messages you are getting in the render log?
If yes, than in my opinion reconnection of Shaders,nodes etc. while making sure there is no cyclic depedency in the Node connection and trying deleting "HardwareRenderGlobals" nodes from outliner should be the first few steps to Diagnose the problem.
Attached is the Render log snapshot of warnings.

I hope I didn't sound trivial, in case your issue is resolved please share the solution.

Cheers,
Shashi Kant

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Attached Files
File Type: txt renderlogmya2013.txt (2.1 KB, 2 views)

Last edited by semiprowolverine; 26-06-2012 at 03:42 PM.
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