Rendering DOP's as SOP's

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I have a DOP network and I need to render my RBD Objects with different materials but I can't.

I created an object in geo level with some groups selecting polys because I want to use different materials on it.

I made it a RBD Object

I am using an expression on the creation frame field of my RBD object so I can emit the same object every 50 frames.

My simulation works perfectly fine until I try to render it.

When render the scene, all the emitted objects are rendered with the default color and not with the materials I specified at geo level using my UV's and materials.

If I make my original object visible at obj level I can see my colors and materials but just on the first object being emitted and on top of it the other gray object overlaps because is coming from the DOP net.


Do you know how can I make them render with the settings that I need

Thank you
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DOPs are not ment to be rendered
you just need to bring it back to SOPs
take the dopimport which was created for your sphere
disconnect it
change Import Style to “Create Points to Represent Objects”
uncheck “Use Single Object”
then copySOP your shpere to these points

one more thing you need to do
in your dops specify new SOP path because now it says something like
`opinputpath(“/obj/sphere_object1/dopimport1”, 0)`
which is not valid anymore since dopimport1 has no inputs connected

or you could copy dopimport1, do the things i described above with it and then copySOP spheres to it. That way you do not have to change the SOP Path

Attachments:
dops_to_sops.hip (174.7 KB)

Tomas Slancik
FX Supervisor
Method Studios, NY
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