Under the hood, the V-Ray installation relies on the Houdini 3-rd party plugins package system. Houdini's packages are .json files that specify the location of custom modules. For more information, please refer to the documentation on the SideFX website.
By default, when using the installer, the location of V-Ray itself is "C:\Program Files\Chaos Group\V-Ray". Just as with the "vray_for_houdini.json", V-Ray itself can be placed anywhere on disk. As long as the "INSTALL_ROOT" variable in the json file points to a valid location, Houdini should be able to find the required modules to load V-Ray.
For the sake of portability V-Ray for 3ds Max is installed in a single directory under the application plug-ins location, known further as PKGROOT. The accompanying V-Ray Standalone files are there too. The package is in a directory named VRay3dsMax. This should allow for distribution by just copying the whole package and setting the environment variables.
The V-Ray SDK, example projects documentation installer and its logs as files not essential to rendering are still in their former place (by default at C:\Program Files\ChaosGroup\V-Ray\3ds Max ) further known as INSTALLROOT.
The log page can be accessed by typing http://[IP_ADDRESS]:24267/log or from the V-Ray Swarm Menu. The Log page displays V-Ray Standalone render log. It is very useful when troubleshooting V-Ray Standalone crashes and errors. When the machine's status become UNSTABLE this page can provide useful information regarding the problem.
The Versions page can be accessed by typing http://[IP_ADDRESS]:24267/vray-versions or from the V-Ray Swarm Menu. There, the uploaded V-Ray Standalone builds are displayed under Available V-Ray versions. There can be more than one, depending on the V-Ray builds currently installed and used for rendering within 3D applications. If the Workstation needs a V-Ray build different from the one/s the machine already has, it will be uploaded and started for rendering the job. V-Ray Swarm will upload the needed builds automatically and will ensure that all the render nodes use the same V-Ray build while rendering a job.
This feature is used and useful only for debugging, to run a specific version of V-Ray standalone on the specified machine. When used from Revit/Rhino/SketchUp V-Ray Swarm still starts the proper V-Ray Standalone version automatically.
The About page can be accessed by going to http://[IP_ADDRESS]:24267/about, or from the V-Ray Swarm Menu. Here the V-Ray Swarm version is displayed, and you can also view the Changelog, End User License Agreement, and the list of open-source software used in V-Ray Swarm.
So I have made a scene, with all sorts of materials and vray materials, also some OBJ, and HDRI. and I want to save everything and pass it to someone else to render. something like after effects collect files. cinema 4d save as with all materials.
Hi, I have been installing Houdini 19.0.657 with V-ray+arnold+redshift+Renderman and I have managed to get it to work perfectly out of deadline, but when I send a render I get the following error in deadline, I have updated from py2 to py3 and as soon as I install arnold together with v-ray it gives me problems from deadline.
From what I have read houdini if you have packages read only 1 plugin then, the only solution I could find do it in the same line but it has worked in deadline, as you have distributed the programs you all in the same version or some versions of houdini separately ?
If set, Houdini will not load the $HOUDINI_USER_PREF_DIR/houdini.env file. This allows large facilities with standard environments to disable the houdini.env file by setting this variable in the script which they use to launch Houdini.
This environment variable is similar to HOUDINI_NO_ENV_FILE, but is less extreme. Setting this stops the user from being able to override existing variables in their houdini.env file. If they try to do so, a warning will be printed.
Again, like it was previously posted, I did not see a vray for this version H19.0.657 so it could be that it is not quite fully working or just throwing errors which are enough to make Deadline error out of the job, but not enough for Houdini (interactive) to stop rendering it.
Good morning! I have news I have solved all this problem, the main problem is that the version of arnold installed was not fully compatible with py3 as mentioned, I have migrated everything from 19.0.657 to 19.0.622, in the download section of arnold in the newer versions have arnold.exe and arnold.py2 for houdini 19.0.657 but for 622 if you get py.3, then now I have in packages Redshift+vray+arnold+renderman without any problem, thanks to all.
After i created several forest pack objects, and suddenly while working on the scene, i notice that some forest pack objects suddenly stopped rendering. They show in the viewports, and i can modify them and everything, except, they suddenly stopped rendering. So i had to delete them and redo them.
But im pretty sure im not exceeding any limits I repeat, the forest object is working as expected UNTIL i press the render button, some forest objects doesnt show in the render.. They just disappear ..
As Nicolai said, you should get an error message, but after you render and they don't work, message or not, you can check if the limits/thresholds are your issue by checking the statistics of the failed forest pack object under the general tab.
I dont have a limits problem, becuz im not creating that much meshes .. also not all forest pack objects are disappearing .. some are rendering some are not .. im not getting any error message .. i m using the camera limit too ..
EDIT: i just checked the stats of my objects .. the objects which are rendering have much more render items than the objects that are not rendering .. which means i dont have a limit problem for sure ..
No. I have modeled my building in max and I have imported some vray proxys (trees). But proxys has nothing to do with this because it can happen to forest objects that are consisted of standard free object from forest pack library, like grass.
I got the same problem, and I'm sure it's not a v-ray issue. I'm using max 2015 vray 3.2. And youre right Hadi the last F pack object is missingonly in the renders. I've noticed it flashes sometimes when i view it in wireframe mode.
Ooh and i almost forgot... this happens to me sometimes when i merge objects in the 3dsmax scene. This time i've merged an proxy object and after that the fpack scattered object rendered the first test render i executed with the first vrphcamera. Then i switched to another camera and got bugged. I thought at first that it had to do with the limit to visibility in the camera rollout.
for forest pack I don't think you need to make a proxy before you add the geometry to the forest object. It will make its own proxy (using vray proxy) I think. I can remember doing this before but I think it was a while ago. I will look into this.
I just made my object, cached the animation, copied the object over and converted it to an editable poly. Then I copied my cache modifier from the stack and pasted it onto the editable poly version (which no longer had animation until I pasted the other models cache). From here I just opened forest pack and added the editable poly version with the cache info into the forest objects geometry.
I didn't convert it to a proxy beforehand. I think converting to a proxy before adding the geometry to your forest object is the problem. A cache won't work on a proxy. Proxies only work with static Geometry (to the best of my knowledge, it might be different now). An animated proxy is just a series of static models swapped out in a sequence.
Then I copied the grass, converted is to an editable poly (which gets rid of its animation). Then I copied (ctrl + c) the point cache modifier from the stack with the GrowFX model at its base. Then I selected the collapsed model and pasted the point cache modifier into its stack.
Sorry to be off point with the original theme here, but can I ask why there's even the option to convert to mesh? Shouldn't this be taken for granted and built into the main framework? Or does it improve performance to have it unchecked?
Yes this is to improve performance. If you've a binding to the vertices or some other, every time when your mouse over a tree, the model is constantly converted into a mesh, at least after any update, but if the model consists of several independent meshes (this is possible in GrowFX), the conversion takes some time, as a result, the viewport becomes slower. Also the plugin should store the whole mesh after each update, which takes more memory.
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