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Sorry guys, I've been too busy lately to check up
on this, but it looks like Guillaume found out :) I did the same
thing.
Best regards
Morten Bartholdy 3D & VFX
Artist
----- Original Message -----
Sent: Tuesday, June 28, 2005 11:19
AM
Subject: Re: Particle cache and
XSIBatchserver
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 > > > >
> > > > > > > > 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
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