Page 1 of 1

Morphmixer bugged?

Posted: Fri Mar 15, 2019 9:57 pm
by hkleton
Hi,

I've found something odd.
There is an object in my scene that uses a morph to be animated.
When rendering the animation something odd is happening, I'll try to explain:
Frames when the morph is at 0% render perfect.
As soon as the morph goes into action (>0%) the object will disappear to never be seen again.
BUT!
When i set the animation to start rendering at the first frame where the morph is >0%, everything keeps rendering perfect!

I thought it was because I was still using an older build, but this also happens with 2018.1.0.6...

Any idea what might be causing this?

This should be easy to reproduce I think.

Best regards,
Hans

Re: Morphmixer bugged?

Posted: Fri Mar 15, 2019 11:33 pm
by juanjgon
Hi,

The problem can be that a 0.0 morph can make the object not valid due to overlapped polygons, null scales, etc. so the object is excluded from the sequence rendering. The workaround in these cases is to use a small morph value for the first frame, for example, 0.001, but not 0.0

Hope it helps,
-Juanjo

Re: Morphmixer bugged?

Posted: Sat Mar 16, 2019 9:08 am
by hkleton
Hi Juan,

Yes, there are a few overlapping polygons in this object.
This sure helps, thanks!
Any idea if this might be solved?
Hans

Re: Morphmixer bugged?

Posted: Sat Mar 16, 2019 12:12 pm
by juanjgon
The problem is that if you use the morph mixer to stretch to 0 an object, for example, a lot of overlapped polygons are going to be removed by the plugin to don't crash Octane, and later, due to the changes in the object topology, it can't be updated. The other way to resolve this problem is to render the scene in full scene reload mode, but usually the trick to don't use 0.0 keys in the morph mixer should work.

Thanks,
-Juanjo

Re: Morphmixer bugged?

Posted: Sat Mar 16, 2019 12:17 pm
by hkleton
Hi Juanjo,

Thanks for the explanation, it makes sense!
I understand now.

Hans