Is this board alive?
I’m using version 142.57152 on max2015.
And use bunch of particles from fluid simulator by prt format. Sometime, frost is not making mesh in render. But if I change frost mesh resolution slightly, I can get mesh.
The number of resolution which I can get the mesh is different for each frames.
I upload sample scene file to here. This is including a prt file. Please try to render it, you cannot get mesh, I think. But if you change that resolution to 2.02 or something, you can get it. magicpics.com/data/ring-collisions_sim.rar
And the other bug, when I use volume select and delete mesh modifier to frost mesh on max2015, velocity channel is gone on vray rendering.
Hi Makoto!
Yes, we just haven’t had that many bugs in Frost lately.
Thanks for bringing us some…
I am downloading the files.
I will test and pass the scene to the Frost developer who is gone for the day.
That might not be a bug. V-Ray requires consistent topology on all sub-samples within the shutter interval. Normally, when you switch Frost to produce consistent topology based on one frame’s vertices and the velocity of the particles that created the mesh, all sub-frame samples in VRay would get the exact same topology with just vertices moving around. But if you add a VolSelect with DeleteMesh, each sub-frame sample might delete a different face at the edge of the selection volume. If only one of many samples has a different face/vertex count, V-Ray will fail to produce motion blur.
You can test if this is the issue by setting the Max Camera to MultiPass Motion Blur effect. If you get Motion Blur, the problem is between the DeleteMesh and V-Ray, not in the Frost base object. We cannot do anything to fix how raytracers calculate velocity and motion blur, the same rules apply to V-Ray, mental ray and finalRender.
Max does not really have a built-in velocity channel. Thinkbox objects create one internally, but it does not flow up the stack, unless you copy it in a UV channel. You might be able to render the UV channel as Velocity…