Vertex rendering

I tried to render a mesher of a particle system using the vertex rendering option. The render threw an assert failure, but DID render. When I added the turn to poly modifier, the render did nothing. The mesher was ignored.


  • Chad

Yeah, I’m having a real hard time rendering meshers of particle systems.



A plain ol teapot renders fine, but it’s the meshers of particles that are giving me fits.

Oh, odd one… How do you define which meshes are the ones to render the vertices of, and which are the matte objects?


I tried using vertex paint to set the colors. Crashed. How do you define per-vertex color and opacity?

I tried using vertex paint to set the colors. Crashed. How do you define

per-vertex color and opacity? <<



The crash is likely related to the other geometry-vertex problem in the

current 0.9.3 beta.



On the upcoming build, I was able to render vertex colors as follows:


  1. Assign vertex colors to mesh using Assign Vertex Color utility with

    scanline renderer.
  2. Create a new material, and assign Vertex Color map to the

    Self-Illumination channel
  3. Set Particle Color to “Material Self-Illumination”
  4. Render “All Geometry Vertices”



    You could do the same with density scaling in the opacity channel.

Here is my simple example of vertex color rendering.

Oh, odd one… How do you define which meshes are the ones to render the

vertices of, and which are the matte objects? <<



Not odd at all… It looks like an oversight in the interface. I will talk

to the developers.


At present, I don’t see a way to render some geometry as particles with

other geometry as matte objects in a single pass.



The workaround would be to render your geometry vertices to a file, and then

render from file with your other matte objects active.

It occurs to me that vertex colors won’t work too well since vertex colors are a face data, not a vertex data. Umm… This is more complex than I had first thought. Perhaps read in a UVW map? Oh wait, same problem…

Yeah, I’m having a real hard time rendering meshers of particle systems.

A plain ol teapot renders fine, but it’s the meshers of particles that are

giving me fits. <<



Until I get the next build posted, I can’t offer much help. There is a

serious bug in the geometry-vertex rendering code that is causing the

assertion failures and crashes. I’ll try particle meshers on my internal

build and see if things are better.



I’ll get a new installer posted ASAP.