Hi Brecht,
Dupliverts are essential for motion graphics! And as cycles is reaching more and more a professional level, it needs the ability to handle dupliverts right:
When I duplivert an object and clone it with an array modifier, I assume that the dupliverts are distributed along the given axis. But they remain on the original object. See the supplied blend for evidence.
Greetings Thomas
R49089, i7 8gb nvidia 560ti oc
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As I further tested it, it seems that putting a modifier on the dupliverted object does the thing I want... it's not really intuitive but it works...could you clarify this behaviour or is this a bug?! Greetings..
Indeed I would agree that this doesn't seem like the intended behavior, but I am pretty sure that it has nothing to do with cycles. It seems like for whatever reason, the array modifier just deals with the actual meshes instead of any child objects of the mesh, which I think the spheres you have might actually be considered to be part of, in a technical sense.
I suppose you could also just apply the modifier and let the dupliverts distribute across the new mesh the way you want too.
Also, you may also want to use the "Make dupliverts real" option and then join the meshes to the cube. (Sorry, almost forgot that trick existed!)
Hi Dan,
I know that option already...but it's no option in this case...you loose all your "dynamic" behaviour (having modifiers themself) when you're making the duplis real. You know, in motion graphics, all has to be dynamic and changable anytime :) So unfortunately I can't make the objects real :(
Combining dupliverts with modifiers is not a guaranteed feature in Blender. You are using two incompatible methods here.
I tried the test file, and the result in Cycles are similar as in Internal, and similar as it draws in the viewport. It's not clear what you consider a bug here. (Expecting the duplivert and array to work together is not a bug ;)