I have a reproducible bug where the multiscatter texture is evaluated as a different color when it's within a nested xref scene. Here's the scene hierarchy:
Master.max references xref.max via xref scene dialog. If you DR from Master.max (no geometry in this file, only referenced scene) you'll get broken buckets where the multiscatter texture returns different colors between your workstation and the DR nodes. If you DR from xref.max you'll get the correct render across all the nodes & workstation. I just updated to VRay 2.4.02 & MS 1.2 to see if this fixes it but unfortunately it doesn't. We've stumbled across this over the past year several times but this is the first I actually debugged it to a consistent result.
** Max 2013 scene files attached in ZIP below **
BUG: MSTexture+XREF+DR=different buckets
BUG: MSTexture+XREF+DR=different buckets
- Attachments
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- DR MultiScatter Bug Tests.zip
- Max 2013 Scene Files. "Master" that has XREF scene. and "XREF" which is the referenced file.
- (60.49 KiB) Downloaded 406 times
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- xref-dr.VRayDRBucket.jpg (495.52 KiB) Viewed 20851 times
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- master-dr.VRayDRBucket.jpg (495.42 KiB) Viewed 20851 times
Thanks,
Christopher Grant
Creative Director, HMC Architects
Christopher Grant
Creative Director, HMC Architects
Re: BUG: MSTexture+XREF+DR=different buckets
thank you for bringing this up
we are currently investigating this issue
we are currently investigating this issue
Re: BUG: MSTexture+XREF+DR=different buckets
technical department just confirmed that
MultiScatter texture in xref can only work correctly with MultiScatter object
MultiScatter texture in xref can only work correctly with MultiScatter object
Re: BUG: MSTexture+XREF+DR=different buckets
any chance this could get escalated? maybe a workaround... for instance - MSTexture helper object that collects all the objects using the material together in array and hands that to shader in order to make sure all nodes render the same "random" color even when distributing...
I'd like to implement MSTexture within every material on every car/shrub/tree. It adds tons of variation to renderings but not working with DR is a critical component to us rolling it out to all assets.
I'd like to implement MSTexture within every material on every car/shrub/tree. It adds tons of variation to renderings but not working with DR is a critical component to us rolling it out to all assets.
Thanks,
Christopher Grant
Creative Director, HMC Architects
Christopher Grant
Creative Director, HMC Architects
Re: BUG: MSTexture+XREF+DR=different buckets
unfortunatelly its 3ds max issue, it changes internal ID of objects when incerting xref file
and MultiScatter texture uses IDs
we are planning to rewrite this in future
and MultiScatter texture uses IDs
we are planning to rewrite this in future