SSS Bug in Carrara 8.1.1?

I have recently been making a weeping tree in Carrara with Subsurface scattering applied to the leaves.

The individual renders turn out just fine, but when I tried animating, I lost the subsurface scattering after the first frame.

I checked everywhere for a hidden keyframe...no.

If I start the animation at a different time....still only the first frame has SSS.

perhaps an AVI issue?

Or maybe just a line of code is missing that tells Carrara to check SSS every frame during animations?

Any Thoughts out there?

SSS Tree.jpg
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Comments

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,293

    Windows or Mac? not that I can help but there may be a difference.

    I am pretty certain SSS worked on my human figures so is it just trees leaves which use a replication method for the leaves?

     

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,293

    I do know animating rustling and wind on replicated trees caused issues for me in animation with dropped instances, Howie Farkes Japanese Teagarden was an absolute mess after about 100 frames animated, no tree movement it rendered fine.

    Octane seems unaffected by that bug as long as I can fit it all on my card that is, the Teagarden needs a lot of "pruning" for that! But the vanishing trees in the native engine does not seem to be memory related as I have had it happen on other occasions.

  • McGuiverMcGuiver Posts: 219

    Wendy,

    I am on a windows machine.

    I will check on whether the rustle or tree movement has any difference. To me, it seems like Carrara is not checking for SSS on animation, since no matter where I start, the starting frame is OK, but all of the rest of the frames drop the SSS. Probably not memory related, since it will begin acting up on the second frame.

    I will try with a simple sphere to see if the problem lies with the trees replicated leaves.

    Tomorrow....

  • HeadwaxHeadwax Posts: 10,005

    maybe you could animate the sss by a slight change in paremeter from beginning to end?

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,293

    I tested on a sphere and I also replicated it and it certaimly calculates and renders the SSS every frame

    I do image series but avi also produces image series in temp before finishing so that should make no difference.

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  • WendyLuvsCatzWendyLuvsCatz Posts: 38,293

    replicated windy rustling trees seem ok too

    Capture.JPG
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  • McGuiverMcGuiver Posts: 219
    edited August 2017

    A little more testing by adding a sphere with the same shader as the leaves.

    The sphere renders all the frames with SSS while the tree leaves don't.

    More tests after work.

    For some reason I am not getting the "calculating subsurface scattering" notification box like in Wendys screenshot?

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    Post edited by McGuiver on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,293

    well I only got it with replicated trees 

    I think was there but gone in a blink with one

  • 3DAGE3DAGE Posts: 3,311

    It's possible that this was an issue in C8.1,.  which perhaps is no longer an issue in C8.5

    has anyone tried this in 8.5 ?,. or is there some other reason to use 8.1 i'm missing ?

    jus curious :)

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,293

    I tested in 8.1 as have both and what Mcguiver was using

  • McGuiverMcGuiver Posts: 219

    Well,

    I haven't found a solution yet,but I will try a different way... maybe shoestring shaders.

    I will post again if I find a workaround.

     

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