Having an interesting issue and struggling to figure out exactly what's going on. I have five small PArrays set up to bounce some instanced meshes around my scene. For the most part, it's working fine - things render locally no problem. The issue comes when I try to perform a distributed render. The host renders everything but the nodes ignore two of the PArrays entirely. One of the ignored arrays is a relatively high poly object, but the other really isn't, and I'm only doing a spray of 50 particles over a 150 frame time span. To make matters more bizarre, cloning one of the arrays will cause random others to cease to render on the nodes, seemingly only allowing three arrays to render at a time. I'm rendering with VRay 5 on Max 2022. Any ideas on what's going on or how to avoid the issue?
Ok, so after further testing, I'm not sure that I'm hitting some odd cap - it seems as though the nodes are simply ignoring my deflection objects? So far I've tried recreating the arrays, collapsing the collision sources and resetting the xform on them, creating new deflector objects, and currently in the process of updating Max with the latest patch (2022.1) in the hopes this is just some odd bug.
Well after more testing, it just seems that the UDeflector object type is broken in this scene. A standard deflector plane causes no issues, so I've essentially framed out the area I need to deflect in individual planes. Inelegant solution, but functional. Wish I understood why the UDeflector isn't working for the nodes as this isn't a solution for more complex scenes, but I can at least make it work for this one.
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