FAQ: Rendering


•  Which renderers are compatible with tyFlow?

Particles in an event with a Mesh operator set to “Trimesh” mode should be compatible with all 3ds Max renderers. This is because “Trimesh” mode effectively converts those particles into editable meshes (a default 3ds Max data type), which are then passed to the renderer when the tyFlow object is rendered.

tyFlow also has special settings which allow you to render particles as instances within VRay. Particles set to render as VRay instances will not be compatible with other renderers.

•  Why aren’t my particles rendering?

In order for particles to be rendered, a flow normally requires two things: at least one Shape operator and applicable Mesh operators. The Shape operator is used to assign meshes to particles. Shapes assigned to particles will carry over into other events, as shapes are particle properties and not event-specific. The Mesh operator is required to tell tyFlow which events to render. Each event that the user wants to render will require its own Mesh operator, because the mesh type assigned to a particle within a Mesh operator is event-specific.

If you are using a point renderer to render particles (like Thinkbox’s Krakatoa) the events in your flow only require a Mesh operator set to “Vertex Cloud” mode. This will cause particles to be generated as a mesh of isolated vertices, rather than full pieces of geometry with faces/UVWs/etc. Krakatoa will then translate those vertices into rendered pixels, when geometry rendering is enabled in its settings.

•  Why aren’t my particles rendering with motion blur?

Firstly, ensure that you’ve enabled motion blur in your renderer. Secondly, if you are rendering your particles in “Trimesh” mode and the number of particles in your flow changes over time, that means the topology of the resulting trimesh will also change, which prevents motion blur from being calculated (because default motion blur calculations require vertex counts to remain the same between frames).

However, if you are rendering particles as VRay instances using VRay, motion blur is calculated on a per-particle basis, so you will still get proper motion blur even if your particle count changes over time.