I am using an arnold shader with a bitmap image sequence as a material for my background. I have animated the sequence but it won't progress past the first frame in the IPR renderer and picture renderer. Any help greatly appreciated.
Did you check the Arnold log?
https://docs.arnoldrenderer.com/display/A5AFCUG/Log
The log output is as follows:
00:00:00 1656MB WARNING | parameter "step_size" is declared already
00:00:00 1656MB WARNING | parameter "step_size" is declared already
00:00:01 1720MB WARNING | /Tank/Turret/FumeFX: shape has empty bounding box: (9983 9848 9998 x -14 -149 1)
No assets are missing. Do you have any other suggestions?
What are the settings in the bitmap shader?
I just tested it with the same settings shown in the screenshots here:
https://arnoldsupport.com/2015/06/04/c4dtoa-using-the-bitmap-shader-for-image-sequences/
and it worked.
I have followed the tutorial with no success. When I press calculate, Arnold calculates the first AND last frame as #999,999,999. Is this maybe because of the way I have named my BG JPGs? They're currently called ########_###### 0000, *0001, *0002, etc.
So, the files names are like this, with a space in the name?
I'll rename my test sequence of textures and try it.
example_example 0000.jpg example_example 0001.jpg example_example 0002.jpg
So, I have renamed my files something simpler: tank_00001, tank_00002, tank_00003, etc, but am still facing the same problem with the calculation only calculating one frame. Let me know how you go.
It seems the problem is still present regardless of whether I use an Arnold Shader or a standard shader. It just won't calculate properly! 😠
Fixed the problem. I had to move all my .jpgs into the tex folder my project generated. I found the tex folder by pressing 'locate image' on the shader tab of the bitmap shader panel.
Fixed the problem. I had to move all my .jpgs into the tex folder my project generated. I found the tex folder by pressing 'locate image' on the shader tab of the bitmap shader panel.
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