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MaxFluids-Mesh disabled when restarting Max? (Can't render on renderfarm)

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Message 1 of 4
Anonymous
498 Views, 3 Replies

MaxFluids-Mesh disabled when restarting Max? (Can't render on renderfarm)

Hello,

 

I created a fluid simulation and cached it on my harddrive.

Now when I restart Max, the cached fluid is not directly visible/loaded. If have to open the Simulation View first, then the sim pops up in the Viewport.

With this problem, I can't render my simulation on the renderfarm as it isn't visible in my renderings!

 

Solutions?

3 REPLIES 3
Message 2 of 4
Anonymous
in reply to: Anonymous


@dweingarten wrote:

Hello,

 

I created a fluid simulation and cached it on my harddrive.

Now when I restart Max, the cached fluid is not directly visible/loaded. If have to open the Simulation View first, then the sim pops up in the Viewport.

With this problem, I can't render my simulation on the renderfarm as it isn't visible in my renderings!

 

Solutions?


https://forums.autodesk.com/t5/3ds-max-forum/no-fluid-mesh-when-network-rendering/m-p/7451814/highli...

Message 3 of 4
Anonymous
in reply to: Anonymous

This does not seem to work for me.

 

The aformentioned problem with the sim not showing in the Viewport is not an issue - it still renders fine on my local machine without hitting the Simulation View button.

But I get blank farm-renders anyway. I activated the Lock-Button and got rid of all tokens. Finding the Simulation directory shouldn't be a problem, as Particles Caches point to the same location and work fine on the renderfarm.

Message 4 of 4
HHasbrouck
in reply to: Anonymous

Hello,

It is 11/2022  (3DS Max 2023) and we experienced something similar. Even though we were using the robust UNC paths over the renderfarm the fluid mesh was not rendering in VRAY. We had to ensure in the solver under the Caching tab  the verbose path for both the Project Folder and the Final Path were the same. We had to triple check that the pathing was also correct when loading the mesh cache in the solver. Once that was consistent throughout, and it took several tries, we had successful fluid renders over the render farm.

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