Particle cache and XSIBatchserver 2005-06-23 - By Eric Lampi
Back 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@(protected)> 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@(protected) > [mailto:owner-xsi@(protected)] On Behalf Of > Marc-Andre Carbonneau > Sent: 23 June 2005 12:56 > To: XSI@(protected) > 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@(protected) > [mailto:owner-xsi@(protected)] On Behalf Of > kim aldis > Sent: Thursday, June 23, 2005 5:51 AM > To: XSI@(protected) > 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@(protected) > [mailto:owner-xsi@(protected)] On Behalf Of > guillaume laforge > Sent: 23 June 2005 10:42 > To: XSI@(protected) > 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. > I'm not a particle specialist and I don't understand > why ? > > Is it a limitation ? > > Cheers, > > Guillaume Laforge > >
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