So. I’ve been modeling this scene of a dam in Max for the last month or so, in my spare time. I’m going to composite it in to some footage I’ve shot as a background. Everything in the lower portion of the image is still very much WIP.
But I’ve run into a problem. I’m trying to use Particle Flow to place small rocks over certain areas of the ground. I’m using a Position Object operator, and ticking the “density by material” option, using the green channel, with mat ID set to 02 (the ground object has a multi/sub-object material, and the geometry uses ID 03).
I also have a vertex paint modifier applied to the ground object, and I’ve painted the vertices near the bottom of the cliff cyan. With the multi/sub-object material applied to the ground, I assign a standard material with a vertex colour for the diffuse for it’s material ID02 input.
So far everything seems to be working just so. In the viewport, I get loads of rocks along the bottom of the cliff. But then when I render, the rocks are scattered all over the ground.
So just as a test, I changed the ground geometry to material ID02. It should render the ground with the vertex colour as the diffuse colour - but the rendered result is totally different from the viewport!
So would anyone have any ideas why the vertex colour is different in the render compared to the viewport?