Hi guys, We're rendering on our render farm with Ornaxtrix 2.4.7.21375, Maya 2018.5, redshift 2.6.31 and we are having problems with clumps rendering differntly on a couple of the machines. All machines have the same versions of ornatrix, maya and redshift. I think I have tracked at least one of the problems down to the "flyaway amount" on the clump nodes. If I turn that to zero it seems to render more consistantly but for whatever reason if that is turned up (we have it at 0.1 in this case) those flyaway hairs flicker on two of the machines. We have had a lot of problems with clumps and flickering hair recently. Is there something we should be aware of/ is t his known? Any suggestions, we're pushing out final renders so the clock is ticking unfortunately for us! Thanks a mill. |
| Hi Mario, I was not aware of this issue. While we investigate this, maybe you can use the Frizz operator instead to create flyaway hairs, using the Outlier parameters and set everything else to 0. Jeordanis Figuereo (Product Designer. EPHERE Inc.) |
| Hi Jeordanis, I'm afraid we've found more issues. It seems the whole clump node is causing issues. I've tried to run multiple tests. The only way I could get a render to work (on this particular scene, a yeti tyoe character standing and looking around) was to tick on "use Uv Space". However after running some more tests, the problem with this is some hairs seem to jump across UV islands so we have splikes appearing (probably around UV seams). Is there any special procedure we need to follow to get these to work and be stable across the render nodes? It seems to flicker like crazy on this character around jointed areas, for example the neck. I guess where the geo is twisting. Quad split is set to "left" so I'm not sure whats going on or whats causing it. thanks a mill. |
| Thank you for the extra info, we are still discussing about this issue. In the meantime, did you set Remember Roots Positions to ON in Hair From Guides? Jeordanis Figuereo (Product Designer. EPHERE Inc.) |
| Yes indeed remember root positions are turned on. |
| Can you attach a screenshot of the hair stack? Jeordanis Figuereo (Product Designer. EPHERE Inc.) |
| Attached an image. I didnt originally make this but I have played around with troubleshooting. We thought gravity might be the issue but it turned out to be the clumps. I've tried using just one of the clumps nodes still go same result. Thanks |
| Thank you. Jeordanis Figuereo (Product Designer. EPHERE Inc.) |
| Is there anything we can try or do? This is really becoming a problem for us as we're close to delivery with some unusable shots. Thanks in advance. |
| One option would be to collapse the whole hair stack. This will get rid of all the nodes and you will end up with a BakedHair node that contains all the details modeled on the hairs, there you can reduce the viewport hair cound while you work on the hair but keep all the details for the final render. This should solve the flickering problem since there will not be a Clump node anymore in the stack. Please try this while we investigate this issue. Jeordanis Figuereo (Product Designer. EPHERE Inc.) |
| Hi Jeordanis, Has there been any progress here? We're also having problems with Hair from Mesh Strips. First issue, older rigs dont work and we had to redo their hair (seems the tubes we used before had some poles in the geo but this didnt seem to bother ornatrix before but does now). Now the older rigs spit out tonnes of hair emiiter meshes per frame and crash maya, its really bizarre. Now we're having the same problem as above in the original post with clumps but with hair from mesh strips, the render nodes are rendering hair differently so we get flickering despite the all being on same version of ornatrix 2.4.7.21375. We've had a really rough month with hair here! Thanks for reading. |
| Hi Mario, Sorry, no updates to share right now. Can you please provide a test scene for the Hair From Mesh Strips issue? Have in mind that the new clump operator is not compatible with Hair From Mesh Strips because it needs a dependency mesh to function. You have to ground the hairs generated from the strips using a Ground Strands node before adding the clump. Jeordanis Figuereo (Product Designer. EPHERE Inc.) |
| Please send me both scenes to Jeordanis . f (at) ephere . com. Jeordanis Figuereo (Product Designer. EPHERE Inc.) |