./eye_split.rib (18): Too many eye splits for primitive "(null)"
./eye_split.rib (18): Too many eye splits for primitive "(null)"
./eye_split.rib (18): Too many eye splits for primitive "(null)"
./eye_split.rib (18): Too many eye splits for primitive "(null)"
./eye_split.rib (18): Too many eye splits for primitive "(null)"
./eye_split.rib (18): Too many eye splits for primitive "(null)"
./eye_split.rib (18): Too many eye splits for primitive "(null)"
./eye_split.rib (18): Too many eye splits for primitive "(null)"
./eye_split.rib (18): Too many eye splits for primitive "(null)"
./eye_split.rib (18): Too many eye splits for primitive "(null)"
./eye_split.rib (18): Too many eye splits for primitive "(null)"
./eye_split.rib (18): Too many eye splits for primitive "(null)"
./eye_split.rib (18): Too many eye splits for primitive "(null)"
./eye_split.rib (18): Too many eye splits for primitive "(null)"
./eye_split.rib (18): Too many eye splits for primitive "(null)"
Also, the polygon seems to have missing areas at the bottom close to the camera (render rib to see what I'm talking about). This error goes away when I move the polygon a little further from the camera, so the only thing I can think of is that the Polygon is too big for the camera being so close. If I reduce the polygon by 10, there is no errors. I'm thinking this may not be a bug and something subdividing the polygon would fix. So my question would be - is this normal and something that should planed for, or is this something Pixie should catch?
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Eye splits is an expected issue when using a REYES-style RenderMan Specification renderer such as Pixie. It's best to plan around it by using a generous near clipping plane or pushing geometry away from the camera as appropriate.
I think there are some other tricks that help, but I would have to look them up in my files, which are not handy...
Good luck!
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
I keep getting this error:
./eye_split.rib (18): Too many eye splits for primitive "(null)"
./eye_split.rib (18): Too many eye splits for primitive "(null)"
./eye_split.rib (18): Too many eye splits for primitive "(null)"
./eye_split.rib (18): Too many eye splits for primitive "(null)"
./eye_split.rib (18): Too many eye splits for primitive "(null)"
./eye_split.rib (18): Too many eye splits for primitive "(null)"
./eye_split.rib (18): Too many eye splits for primitive "(null)"
./eye_split.rib (18): Too many eye splits for primitive "(null)"
./eye_split.rib (18): Too many eye splits for primitive "(null)"
./eye_split.rib (18): Too many eye splits for primitive "(null)"
./eye_split.rib (18): Too many eye splits for primitive "(null)"
./eye_split.rib (18): Too many eye splits for primitive "(null)"
./eye_split.rib (18): Too many eye splits for primitive "(null)"
./eye_split.rib (18): Too many eye splits for primitive "(null)"
./eye_split.rib (18): Too many eye splits for primitive "(null)"
on this rib:
Hider "hidden" "jitter" [1.4013e-045 ]
PixelSamples 3 3
ShadingRate 1
PixelFilter "catmull-rom" 3 3
ShadingInterpolation "smooth"
Quantize "rgba" 255 0 255 0.5
Display "eye split" "framebuffer" "rgb"
Format 500 250 1
Projection "perspective" "fov" 65.2384872437
Transform [0.499573409557 -7.45058059692e-09 0.866271495819 0.0 -0.866271555424 -6.33299350739e-08 0.499573409557 0.0 -4.33144755618e-08 1.0 4.37113882867e-08 0.0 0.831939041615 -0.193716943264 2.38062286377 1.0 ]
WorldBegin
LightSource "pointlight" 1 "intensity" 450 "from" [0 -10 10]
Polygon "P" [100 100 0 100 -100 0 -100 -100 0 -100 100 0]
WorldEnd
Also, the polygon seems to have missing areas at the bottom close to the camera (render rib to see what I'm talking about). This error goes away when I move the polygon a little further from the camera, so the only thing I can think of is that the Polygon is too big for the camera being so close. If I reduce the polygon by 10, there is no errors. I'm thinking this may not be a bug and something subdividing the polygon would fix. So my question would be - is this normal and something that should planed for, or is this something Pixie should catch?
Eye splits is an expected issue when using a REYES-style RenderMan Specification renderer such as Pixie. It's best to plan around it by using a generous near clipping plane or pushing geometry away from the camera as appropriate.
I think there are some other tricks that help, but I would have to look them up in my files, which are not handy...
Good luck!
Thanks for the reply Eric,
thants what I was thinking, but I just wanted to make sure I was right. Now that I know, I can work around it.