Re: Particle cache and XSIBatchserver
| Date : Tue, 28 Jun 2005 11:19:49 +0200 |
| To : XSI(at)Softimage.COM |
| From : guillaume laforge <guillaume.laforge.3d(at)gmail.com> |
| Subject : Re: Particle cache and XSIBatchserver |
- Run the simulation to save the ptp file.
- Hide the cloud and create a particle player with the created ptp file. (so the particle player find the Ptype from the hidded cloud).
- As Morten said, open the render tree and swap the default Particle_sparks/Particle_vol_sparks shader with the Particle_Renderer.
- Then you can delete the hidded cloud and save scene under a new name.
The particle player should render fine :-) .
Cheers,
Guillaume Laforge
2005/6/24, Eric Lampi <ericlampi(at)yahoo.com>:
Yeah, I did that yesterday, but nothing was working.
I couldn't figure out how to add ptypes or access the
Ptypes that SHOULD be embedded in the PTP files.
Any ideas?
Eric
--- Morten Bartholdy < xsi(at)colorshopvfx.dk> wrote:
> Eric, you need to open the render tree and swap the
> default
> Particle_sparks/Particle_vol_sparks shader with the
> Particle_Renderer.
>
> Weird leftover, but I have had succes with rendering
> this when I had big
> problems with the Particles suddenly deciding to
> recompute even if I was
> using Standard Cache. I have not tried the particle
> player with XSIBatch but
> I supose you can let us know how it works.
>
> Best regards
>
> Morten Bartholdy
> 3D & VFX Artist
>
>
>
>
>
> ----- Original Message -----
> From: "Eric Lampi" <ericlampi(at)yahoo.com>
> To: <XSI(at)Softimage.COM>
> Sent: Thursday, June 23, 2005 6:18 PM
> Subject: RE: Particle cache and XSIBatchserver
>
>
> > Kim,
> >
> > Have you had any success with "load from file"?
> >
> > I've tried to use it, but I never quite understood
> how
> > to get the material attributes to work properly.
> >
> > It just plays back the particle points with
> seemingly
> > no way to get at it's Ptype material settings. Am
> I
> > just missing something?
> >
> > E
> >
> > --- kim aldis <kim(at)aldis.org.uk> wrote:
> >
> > > they're kind of odd, caches. I always found
> they'd
> > > rebuild cache at
> > > rendertime regardless of the state and if I
> write
> > > protected the files it'd
> > > just fall over. I had bloody awful problems when
> I
> > > was messing with this but
> > > I've a feeling it was something I was doing that
> was
> > > messing the cache
> > > rebuild. Using scripted events or doing
> something in
> > > the scripted events.
> > >
> > > Doing something recently and rendering not using
> > > batchserve and not using
> > > scripted events, I had problems with the cache
> > > sometimes, for no apparent
> > > reason, deciding it needed rebuilding. If that
> > > happens then wrong results
> > > will happen. Mostly, I think, because you've got
> > > multiple machines all
> > > fighting for the same files. Corruption occurs,
> no
> > > doubt about it. I found
> > > myself doing a lot of re-rendering on odd
> passes,
> > > even when I'd vedry
> > > carefully precached and tested everything.
> > >
> > > There's two ways to go:
> > >
> > > *
> > >
> > > let all the machines see the same cache
> that's
> > > built prior to
> > > rendertime. Like I said above, there could - and
> > > probably will - be
> > > problems.
> > > *
> > >
> > > Alternatively set the cache path to something
> like
> > > c:\temp\foo.
> > > C:/temp needs to exist on all the slaves. This
> way
> > > you'll have the cache
> > > recalculated on all the slaves at rendertime but
> > > they will be correct. In
> > > terms of the time it takes to render the frames
> the
> > > cache calculation time
> > > isn't often that great. Probably safest to clean
> the
> > > cache out before
> > > re-rendering, just in case.
> > >
> > > The other thing you need to be aware of is that
> it's
> > > possible to have
> > > particle caches named the same in any given
> scene
> > > and that it's highly
> > > likely there'll be identical caches across
> scenes in
> > > the same project. They
> > > fixed the thing - I think - where all particle
> cache
> > > files on all particle
> > > clouds were created with identical names in a
> scene
> > > but now they get named
> > > with sequential names; particle1, particle2,
> etc.
> > > Manging particle cache
> > > filenames can rapidly turn ugly fast.
> > >
> > > Pretty much most of this applies to hair caching
> > > too.
> > >
> > >
> > > _____
> > >
> > > From: owner-xsi(at)Softimage.COM
> > > [mailto:owner-xsi(at)Softimage.COM] On Behalf Of
> > > Marc-Andre Carbonneau
> > > Sent: 23 June 2005 12:56
> > > To: XSI(at)Softimage.COM
> > > Subject: RE: Particle cache and XSIBatchserver
> > >
> > >
> > >
> > > Once cached, make you ptp files read-only
> > >
> > > I believe it works that way. Otherwise, you'll
> need
> > > to render everything on
> > > one machine or several machines with different
> > > segment of your timeline.(use
> > > a cloud seed so they are all the same)
> > >
> > >
> > >
> > >
> > >
> > >
> > > _____
> > >
> > >
> > > From: owner-xsi(at)Softimage.COM
> > > [mailto: owner-xsi(at)Softimage.COM] On Behalf Of
> > > kim aldis
> > > Sent: Thursday, June 23, 2005 5:51 AM
> > > To: XSI(at)Softimage.COM
> > > Subject: RE: Particle cache and XSIBatchserver
> > >
> > >
> > >
> > > As far as I'm aware there's no reason why it
> > > shouldn't work. Can you be sure
> > > that the path to the cache files is valid on all
> > > your slaves?
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > > _____
> > >
> > >
> > > From: owner-xsi(at)Softimage.COM
> > > [mailto: owner-xsi(at)Softimage.COM] On Behalf Of
> > > guillaume laforge
> > > Sent: 23 June 2005 10:42
> > > To: XSI(at)Softimage.COM
> > > Subject: Particle cache and XSIBatchserver
> > >
> > > Hi list,
> > >
> > > I've seen this topic several times on the list
> but
> > > this time we got the pb
> > > in the studio I work actually.
> > >
> > > We can't render particules simulation with
> standard
> > > caching. Only standard
> > > no caching works with batchserve.
>
=== message truncated ===
Freelance 3-D Animator, F/X Artist, Particle Man
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