I ran into a strange problem with Maya Batch rendering! I am trying to render a beaty, depth and a motionvector pass of a fluid simulation. The fluid simulation is converted into polygons. I also made different render layers for the beauty, motionvector and depth pass.
Now heres the problem:
When i batch render a single frame of the 3 renderlayers everything works fine. I get my 3 passes and they look how i would expect them.
However, everytime i try to render a sequence, every frame of the motionvector pass and the depth pass looks exactly like the first frame of the batchrender process.
The beatypass however comes out like its supposed to be.
I already tried to cash out the fluid polygon geometry, but that doesn't work eather, because the cashed geometry looks totally weird.
By the way:
The beauty pass is a volume render of the fluid. I converted the fluid into polygons to render out my depth and motionvector pass.
yeah, anyway its described in the manual so you can look it up just as much as i can
but that doesn't work eather,
Well no it wouldnt the point counts change from frame to frame
The beauty pass is a volume render of the fluid. I converted the fluid into polygons to render out my depth and motionvector pass.
Ok this was what i wanted to answer to. You do understand that this does not make any sense. The z depth is of no use because to object is semi opaque. And the motion vectors is even more futile because the fluid may be simultaneously moving in 2-100 directions at ONCE in the pixel so that motion blur doesnt work either.
Doeseent mean you cant try to trick it. Just pointing out that the result once you get it doesn't really do what you probably think it does. The techinques that were designed for hard surfaces dont quite pass up to scrutiny with semitrasparent stuff, wich si why youd use prman and real 3d motionblur.
I'm aware about the motionvector problem! but im not trying to actually get a motionpass for every voxel. I animated the fluid container, so that the cloud i have is moving. So i thought i could use that motionpass. Real 3D Motionblur is not an option due to rendertimes.
About the depth pass:
The fluid i have is a thick heavy cloud. So you can see through only at the edges. I then take my depth pass and multiply it with the alpha mask of the beauty pass. This should give me kind of a fake depth in my composite.
About the problem itself:
Its not that i do not look in the Documentations! I couldn't find that specific problem yet. If you could give me a hint where to search i would appreciate it.
Real 3D Motionblur is not an option due to rendertimes.
thing is a fluid is very slow to compute to begin with however the fluid container rendering doesnt really need to get heavier because you render the motion blur, see the result is in flux anyway so the data inherently has a possibility for motion blur to be built in. So just because you dont enable blur doesent mean the fluid isnt blurring (it is thats what teh vozel computation is aiming for), it is allready smearing the results is sortof equal to motion blur you just may need to exagagarete it a bit-