Re: Particle cache and XSIBatchserver

Date : Tue, 28 Jun 2005 05:17:15 -0700 (PDT)
To : XSI(at)Softimage.COM
From : Eric Lampi <ericlampi(at)yahoo.com>
Subject : Re: Particle cache and XSIBatchserver
Ohhh so initially, you need the original cloud in the
scene? That sorta makes sense, the ptypes will stay in
the scene even after you delete the cloud.

What I was doing was using the particle player in a
completely different scene and just referencing where
the PTP files live... Which would be a better way to
do it, but, whatever.  Thanks!

Eric

--- guillaume laforge <guillaume.laforge.3d(at)gmail.com>
wrote:

> I find a way to use particle player for rendering.
> 
> - 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
> > > > >
> 
=== message truncated ===


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