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Having a problem rendering what should be a simple scene. It’s a room with four walls (back, floor, sideR, sideL) made of cubes, which fall away and disappear over 400ish frames. There are 516 cubes total, so I’d prefer it stays systematic, but open to building it in a completely different way.
The walls are (hidden) polygon grids that emit a point cloud: one cube per polygon position. At the particles’ age limit (turbulized, so it’s somewhat random), they die and spawn a single new particle with non-zero mass and a new age limit (the mass makes the particle affected by the wind, and start moving). The new particles change color from white to black over their age.
In the shader for the instance geometry (Instance Shape node into Emit from Position shape port; the Set Instance Geometry node had some problems) and point clouds, there is an Attribute_Color node plugged into the cutout_opacity port of a MIA shader, so in theory the color of the particles drives the cutout_opacity of the shader on the instance geometry: the cubes start opaque (white) and fade out (black) over about a second after they start moving.
I have also tried it with a separate matte pass, just a constant with Attribute_Color plugged directly into its color port, but I’d prefer to do it “in render” because the surface is reflective and a matte pass isn’t a “real” solution (but would have been cool for animatic).
The render crashes. A lot. No error message in the logs/script, just normal prep/loading stuff (sometimes even a few buckets of render) then freeze. I am almost certain the problem is using the Attribute_Color node on instanced geometry (and not on a point cloud’s shader only). When I disconnect this part of the shader, it renders, fast. Oddly, with the matte pass, the region renders quickly with no errors but a real render freezes immediately. Further complication: the crash behavior is inconsistent, sometimes a frame renders ok, sometimes it freezes, and I haven’t been able to see a pattern.
Anyone know the “right” way to connect things so it renders, or a different way to set it up?

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