Maya for 3D Printing - Rapid Prototyping
In this course we're going to look at something a little different, creating technically accurate 3D printed parts.
# 1 18-01-2004 , 09:26 PM
Sil-Valeor's Avatar
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Problems with rendering particles

Hello,
I have a problem.I'm a begginer when it comes to dynamics,but I have a problem. When i make particle object, set type to points or (any else), I then apply color to them useing shader or RGPpp in particels' atr. editor. When I'm in scene, they are the color they should be. But when I render it (useing hardware or soft. rederer), I can't see them at all. There's just a black background. What do I do wrong?

Tnx in advance!

# 2 18-01-2004 , 09:28 PM
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only particles labeled (s/w) meaning "software" will render with your normal render. Those would be "clouds", "tubes", and "blobby surface".

Everything else must be rendered using the Hardware render buffer found under Window > Rendering editors and rendered as a seperate pass that must be composited into your scene afterwards in Aftereffects or Premier or something similar.

This sounds like a good idea for a tutorial... think I might do that soon.

# 3 18-01-2004 , 10:50 PM
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Thanks for help!
But shouldn't I see it with hardware renderer? If no, what is deference between soft. and hard. renderer?
And yes, I would appricate tutorial on this subject and think I'm not the only one!

# 4 24-01-2004 , 11:27 PM
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The difference is that clouds, blobby surfaces and tube are software rendered, with your RAM fully, because their shape must be calculated in a way other than just calibrate their center point. The other particles that can be rendered with your hardware, do have a center and an 'all the same shape', wich cause them to be harware renderable. I don't see why maya couldn't make the hardware renderable particles be rendered with sofware render also... but they must have had a reason user added image

# 5 26-01-2004 , 09:20 PM
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Ok, tnx for explaining! user added image

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