BUG: MSTexture+XREF+DR=different buckets

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cgrant3d
Posts: 11
Joined: Thu Nov 12, 2009 12:08 am

BUG: MSTexture+XREF+DR=different buckets

Post by cgrant3d »

I have a reproducible bug where the multiscatter texture is evaluated as a different color when it's within a nested xref scene. Here's the scene hierarchy:

Master.max references xref.max via xref scene dialog. If you DR from Master.max (no geometry in this file, only referenced scene) you'll get broken buckets where the multiscatter texture returns different colors between your workstation and the DR nodes. If you DR from xref.max you'll get the correct render across all the nodes & workstation. I just updated to VRay 2.4.02 & MS 1.2 to see if this fixes it but unfortunately it doesn't. We've stumbled across this over the past year several times but this is the first I actually debugged it to a consistent result.

** Max 2013 scene files attached in ZIP below **
master-dr.RGB_color.jpg
master-dr.RGB_color.jpg (310.03 KiB) Viewed 20711 times
xref-dr.RGB_color.jpg
xref-dr.RGB_color.jpg (319.78 KiB) Viewed 20711 times
Attachments
DR MultiScatter Bug Tests.zip
Max 2013 Scene Files. "Master" that has XREF scene. and "XREF" which is the referenced file.
(60.49 KiB) Downloaded 383 times
xref-dr.VRayDRBucket.jpg
xref-dr.VRayDRBucket.jpg (495.52 KiB) Viewed 20711 times
master-dr.VRayDRBucket.jpg
master-dr.VRayDRBucket.jpg (495.42 KiB) Viewed 20711 times
Thanks,
Christopher Grant
Creative Director, HMC Architects
anvar
Posts: 578
Joined: Sun Jul 11, 2010 12:34 pm

Re: BUG: MSTexture+XREF+DR=different buckets

Post by anvar »

thank you for bringing this up
we are currently investigating this issue
anvar
Posts: 578
Joined: Sun Jul 11, 2010 12:34 pm

Re: BUG: MSTexture+XREF+DR=different buckets

Post by anvar »

technical department just confirmed that
MultiScatter texture in xref can only work correctly with MultiScatter object
cgrant3d
Posts: 11
Joined: Thu Nov 12, 2009 12:08 am

Re: BUG: MSTexture+XREF+DR=different buckets

Post by cgrant3d »

any chance this could get escalated? maybe a workaround... for instance - MSTexture helper object that collects all the objects using the material together in array and hands that to shader in order to make sure all nodes render the same "random" color even when distributing...

I'd like to implement MSTexture within every material on every car/shrub/tree. It adds tons of variation to renderings but not working with DR is a critical component to us rolling it out to all assets.
Thanks,
Christopher Grant
Creative Director, HMC Architects
anvar
Posts: 578
Joined: Sun Jul 11, 2010 12:34 pm

Re: BUG: MSTexture+XREF+DR=different buckets

Post by anvar »

unfortunatelly its 3ds max issue, it changes internal ID of objects when incerting xref file
and MultiScatter texture uses IDs

we are planning to rewrite this in future
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