TyFlow - Render VrayVelocity pass
#2
Are you talking about deformation animation on the input geometry, which is scattered with a Shape operator?

If so, the only way you'll get VRay Velocity data for that, is if you convert all of your particles to meshes and render the entire flow like a giant mesh. You won't get any deformation velocity data using instances.

If you're rendering a couple of trees that shouldn't be an issue - but if you're trying to render a big forest or thousands of instances, you probably won't have any luck there (too much RAM required to render as meshes).

Alternatively you could use a tyVertexVelocity modifier on the input geometry and save the velocity data to a map channel. Then those vectors (saved in the map channel) can be rendered as instances by just applying a Vertex Color texmap to the geometry (so it won't come out in the VRay Velocity render pass, it'll just come out in a texmap override pass, or diffuse pass, or whatever you use to render the Vertex Color texmap).
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Messages In This Thread
RE: TyFlow - Render VrayVelocity pass - by tyFlow - 04-05-2023, 07:08 PM
RE: TyFlow - Render VrayVelocity pass - by tyFlow - 04-06-2023, 01:11 PM

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