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View Full Version : TP - Viewport fine - Render Broken


Levvv
06-24-2007, 02:14 PM
Hi everyone,

I'm trying to render a bunch of TP splines (created with Mograph's Tracer) and all looks splendid in the viewport animation. The splines come pouring forth from the emitter spline (albeit some twisting).

When I render this, heaps of crazy artifacts show up, sometimes creating weird shapes, and no single render is the same - some worse than others. Is there anything that can be done to fix this short of taking frame-by-frame screenshots of the viewport to get my animation?

Seems the wind object may be causing some problems, but I want the turbulent weaving and twisting of the ribbons.

As this was rendered on a friend's machine I can't give much detail on the machine other than it being a Intel Dual Core - but I'd be surprised it's a machine setting.

Any help would be greatly appreciated.

TimC
06-24-2007, 02:26 PM
You can either change the type of spline that the tracer is making to something other than cubic, or you can change the intermediate points. Try using adaptive or even none.

cheers
Tim

Levvv
06-24-2007, 02:41 PM
OMG Tim...I just rang my friend (it's 12:40am here) and told him to try it.

His answer..."You gotta be bloody kidding!!#$!$"

We have seriously tried every conceivable setting but that one. We figured it would be something to do with the randomness of the particles, or maybe the noise node of the wind or something. Never would I have guessed the spline interpolation would show such a difference between viewport and render.

Owe you a beer.

Per-Anders
06-24-2007, 05:51 PM
The spline interpolation methods can show up differences, however mostly if there is scene motion blur and sweepnurbs in scene, the reason is that with scene motion blur it can add points that are much closer togehter on the spline itself, when you get points close together and if you use sweepnurbs to render with then you can end up with problems as sweepnurbs attempts to calculate the correct form to follow, and if it thinks that there's a corner it tries to create sweep corner (that without constant cross section enabled can extend out very far from the splines actual direction).

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