TP - Instance Shading Mess


#1

Hi everyone… I’m working on a shot that requieres a simple crowd and I’m having troubles getting the instances to shade correctly… I’ve already assigned a material Id to every object and checked the multi/subobject material… but the material created by Thinking particles seems to work diferently and being kind of new to TP I’m not entirely sure how to solve that problem… Can someone point me in the right direction??

Thanks in advance


#2

What renderer are you using?


#3

Hi… I’m rendering using mental ray…


#4

TP/mental ray is a mess with materials, from what I know they’re are working on this and TP4 should be a friendlier version with mental ray.

If mental ray is the only renderer around I like to force tp to remember the material by plugging in that particle group into the material again in your actual flow…sort of a just a reminder. I think that Histro has mentioned this before as well. I’ve found that this usually helps a lot in most cases.

Good luck.


#5

Thanks for the response… I’ll look into that…
Unfortunately right now mental ray is our only renderer available to work with… Will final render handle this better??


#6

final render/tp instancing is the way to go. films like redcliff is proof of it. If you go to cgfluids.com you can get some more info about it’s workflow. I use it often on a daily basis with TP along with Vray. I would say it’s definitely something worth looking into.


#7

Unfortunately, the mental ray translator is severely broken in regard to particles. You will have problems with multi-subobject materials, rotational motion on the particles is not calculated in motionblur, and multi-segment motionblur is not working on particles.

So - try rendering in scanline, and if the materials look proper - it’s a mr translation problem.


#8

Hi Hristo… thanks for the response… It definetly is a Mental Ray translation problem… I tested rendering it in scan line and the materials get assigned correctly…


#9

“group as object” and reasign marterial


#10

Hi everyone… I first want to thank everyone for taking the time to read and respond to this thread, thanks to you guys I get the shading of the instances to behave correctly… I had to plug the object’s material on each slot on the instance material (and connect a shape Material to the particle group) just one last question tough…

It’s a correct practice to have multiple thinking particles systems, or is it something you’ll advise agaisnt?? I’m creating one TP system to handle each character (one for apples, one for oranges, etc.) because it’s the only way to get the materials right… If I try to have more than one character in a tp system the materials get messy again (one group for oranges, one group for apples, but inside the same TP system)… Is that wrong practice?


#11

I haven’t had problems with multiple TPs yet. So I’d say - go for it!


#12

it should work with multiple tp’s, but it should also be possible to have more than one material per tp. even per group.


#13

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