I'm reposting this from the TyFlow forum since the developer states that this problem lies on Arnold's end.
I've got an object that has been voronoi fractured and set so that the chunks that intersect with the beam objects are deleted. The RGB-Y coloration is for testing. The red material is supposed to be a painted hull material, green would be bare metal, and blue would be a molten metal material.
The material IDs appear to be applied correctly in viewport, but when rendering using Arnold, all tyflow particles render as Yellow, which I used to represent 'error.'
Are there any fixes for this error at the moment?
Solved! Go to Solution.
Solved by madsd. Go to Solution.
I wrote a replacement for Object, Material and Element Id for all the particle engines in max.
It is a different more agile approach, and also works with Tyflow.
You can see here I have material Ids working and ready to be shaded.
It requires the source geo to be parsed through a process in DCM modifer to generate the Material Id and the element ID ( all engines already parse a retrivale object ID )
then collapse to editpoly and parsed into tyflow, then my shader can pick up and gain full control over the assets that may be living in tyflow.
This is a custom tailored solution, not stock by any means.
Im just showing you that Arnold works with Material Ids in tyflow, but I also understand you have issues using out of the box tools, more specifically the multisub material.
I would open an error report in that case.
But if you could, perhaps upload a .zip file with a plane and some teapots with some material Ids on so we can see how you wire it all together and expect it should be working with your particular setup.
Hi, how would I submit an error report? As for the scene, could I just send the test scene I created that is being shown in the pictures?
Quick update: I was led to a solution that works 'out of the box.' I just had to use TyMesher on the TyFlow particles.
Great.
Although that can potentially be expensive memory wise, if you are working with very large constructs. But if it works in your particular case then that wont be an issue.
I had the exact same problem today! Its very frustrating/irritatung because I see the Multi/Sub Material correctly in the Viewport but the rendering is different/wrong 😕 ...Any chance to fix that problem? ...or any idea for an easy/fast workaround?
thx,
Patrick
I will try that as well 🙂 ...but it would be great if the team can fix that issue with Tyflow.
The bug has gotten a ticket and is being looked into.
So you will need to wait until a fix surfaces in a future build.