Page 1 of 1

BUG: MSTexture+XREF+DR=different buckets

Posted: Sat Feb 16, 2013 12:01 am
by cgrant3d
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 **
master-dr.RGB_color.jpg
master-dr.RGB_color.jpg (310.03 KiB) Viewed 25204 times
xref-dr.RGB_color.jpg
xref-dr.RGB_color.jpg (319.78 KiB) Viewed 25204 times

Re: BUG: MSTexture+XREF+DR=different buckets

Posted: Tue Feb 19, 2013 4:31 pm
by anvar
thank you for bringing this up
we are currently investigating this issue

Re: BUG: MSTexture+XREF+DR=different buckets

Posted: Thu Feb 21, 2013 8:46 pm
by anvar
technical department just confirmed that
MultiScatter texture in xref can only work correctly with MultiScatter object

Re: BUG: MSTexture+XREF+DR=different buckets

Posted: Tue Aug 20, 2013 5:17 am
by cgrant3d
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.

Re: BUG: MSTexture+XREF+DR=different buckets

Posted: Wed Aug 21, 2013 8:18 pm
by anvar
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