Mailing List
Home
Forum Home
Softimage
Carrara
trueSpace
Dir3d-l
Maya - a powerful 3D animation and visual effects software
Macromedia Flash Development
Subjects
Subject: Cameras
Subject: scaleDown command
Subject: black out solved
Subject: Aircraft Tutorial
Subject: Mathematical XYZ ?
Subject: Re: Its done This vs That
Subject: Re: Its done first week
recommendations for screen video captures?
Subject: 3DExplorer "Oddity "
Subject: Re: New Director
Subject: ProTeam renewals
Fuel 's new websites (X post)
Blue peter create a make toy
targeting groups question
XPost: Shockwave 3D game ( sort of )
Subject: RES: RES: RES: Fish Modeling
Emitting particles from object intersection
Fuel 's new websites (X post)
Subject: Re: Texturing
Big Break Contest Videos
Subject: New Plugins
Models and Texture on my updated site
Error Installing Patch tS6 6
Subject: Plasma?
Looking for Inspiration
Subject: Weird EMail Q
Subject: Re: It 's done first week ?
Subject: Cherry not cranberry
Subject: Re: New game
Camera Animation Problem
Subject: Particle plugins?
 
Particle cache and XSIBatchserver

Particle cache and XSIBatchserver

2005-06-24       - By Guillaume Laforge

 Back
Reply:     <<     11     12     13     14     15     16     17  

Seems interesting ! But how to assign the pType in this particle player ?

Cheers,

Guillaume Laforge
CG artist
www.vol2nuit.fr <http://www.vol2nuit.fr>


2005/6/24, Morten Bartholdy <xsi@(protected)>:
>
> 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@(protected)>
> To: <XSI@(protected)>
> 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@(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
> > >
> > >
> >
> >
> > Freelance 3-D Animator, F/X Artist, Particle Man
> > ---
> > Unsubscribe? Mail Majordomo@(protected) with the following text in
> body:
> > unsubscribe xsi
> >
> >
>
> ---
> Unsubscribe? Mail Majordomo@(protected) with the following text in body:
> unsubscribe xsi
>

Seems interesting ! But how to assign the pType in this particle player ?<br>
<br>
Cheers,<br>
<br>
Guillaume Laforge<br>
CG artist<br>
<a href="http://www.vol2nuit.fr">www.vol2nuit.fr</a><br>
<br><br><div><span class="gmail_quote">2005/6/24, Morten Bartholdy &lt;<a href=
"mailto:xsi@(protected)">xsi@(protected)</a>&gt;:</span><blockquote
class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin:
0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
Eric, you need to open the render tree and swap the default<br>Particle_sparks
/Particle_vol_sparks shader with the Particle_Renderer.<br><br>Weird leftover,
but I have had succes with rendering this when I had big<br>problems with the
Particles suddenly deciding to recompute even if I was
<br>using Standard Cache. I have not tried the particle player with XSIBatch
but<br>I supose you can let us know how it works.<br><br>Best regards<br><br
>Morten Bartholdy<br>3D &amp; VFX Artist<br><br><br>-- -- Original Message -- --
<br>From: &quot;Eric Lampi&quot; &lt;<a href="mailto:ericlampi@(protected)"
>ericlampi@(protected)</a>&gt;<br>To: &lt;<a href="mailto:XSI@(protected)">XSI
@(protected)</a>&gt;<br>Sent: Thursday, June 23, 2005 6:18 PM<br>Subject: RE:
Particle cache and XSIBatchserver
<br><br>&gt; Kim,<br>&gt;<br>&gt; Have you had any success with &quot;load from
file&quot;?<br>&gt;<br>&gt; I've tried to use it, but I never quite understood
how<br>&gt; to get the material attributes to work properly.<br>
&gt;<br>&gt; It just plays back the particle points with seemingly<br>&gt; no
way to get at it's Ptype material settings.&nbsp;&nbsp;Am I<br>&gt; just
missing something?<br>&gt;<br>&gt; E<br>&gt;<br>&gt; --- kim aldis &lt;<a href=
"mailto:kim@(protected)">
kim@(protected)</a>&gt; wrote:<br>&gt;<br>&gt; &gt; they're kind of odd,
caches. I always found they'd<br>&gt; &gt; rebuild cache at<br>&gt; &gt;
rendertime regardless of the state and if I write<br>&gt; &gt; protected the
files it'd
<br>&gt; &gt; just fall over. I had bloody awful problems when I<br>&gt; &gt;
was messing with this but<br>&gt; &gt; I've a feeling it was something I was
doing that was<br>&gt; &gt; messing the cache<br>&gt; &gt; rebuild. Using
scripted events or doing something in
<br>&gt; &gt; the scripted events.<br>&gt; &gt;<br>&gt; &gt; Doing something
recently and rendering not using<br>&gt; &gt; batchserve and not using<br>&gt;
&gt; scripted events, I had problems with the cache<br>&gt; &gt; sometimes, for
no apparent
<br>&gt; &gt; reason, deciding it needed rebuilding. If that<br>&gt; &gt;
happens then&nbsp;&nbsp;wrong results<br>&gt; &gt; will happen. Mostly, I think
, because you've got<br>&gt; &gt; multiple machines all<br>&gt; &gt; fighting
for the same files. Corruption occurs, no
<br>&gt; &gt; doubt about it. I found<br>&gt; &gt; myself doing a lot of re
-rendering on odd passes,<br>&gt; &gt; even when I'd vedry<br>&gt; &gt;
carefully precached and tested everything.<br>&gt; &gt;<br>&gt; &gt; There's
two ways to go:
<br>&gt; &gt;<br>&gt; &gt; *<br>&gt; &gt;<br>&gt; &gt;&nbsp;&nbsp;&nbsp;&nbsp;
let all the machines see the same cache that's<br>&gt; &gt; built prior to<br>
&gt; &gt; rendertime. Like I said above, there could - and<br>&gt; &gt; probably
will - be
<br>&gt; &gt; problems.<br>&gt; &gt; *<br>&gt; &gt;<br>&gt; &gt; Alternatively
set the cache path to something like<br>&gt; &gt; c:\temp\foo.<br>&gt; &gt; C:
/temp needs to exist on all the slaves. This way<br>&gt; &gt; you'll have the
cache
<br>&gt; &gt; recalculated on all the slaves at rendertime but<br>&gt; &gt;
they will be correct. In<br>&gt; &gt; terms of the time it takes to render&nbsp
;&nbsp;the frames the<br>&gt; &gt; cache calculation time<br>&gt; &gt; isn't
often that great. Probably safest to clean the
<br>&gt; &gt; cache out before<br>&gt; &gt; re-rendering, just in case.<br>&gt;
&gt;<br>&gt; &gt; The other thing you need to be aware of is that it's<br>&gt;
&gt; possible to have<br>&gt; &gt; particle caches named the same in any given
scene
<br>&gt; &gt; and that it's highly<br>&gt; &gt; likely there'll be identical
caches across scenes in<br>&gt; &gt; the same project. They<br>&gt; &gt; fixed
the thing - I think - where all particle cache<br>&gt; &gt; files on all
particle
<br>&gt; &gt; clouds were created with identical names in a scene<br>&gt; &gt;
but now they get named<br>&gt; &gt; with sequential names; particle1, particle2
, etc.<br>&gt; &gt; Manging particle cache<br>&gt; &gt; filenames can rapidly
turn ugly fast.
<br>&gt; &gt;<br>&gt; &gt; Pretty much most of this applies to hair caching<br>
&gt; &gt; too.<br>&gt; &gt;<br>&gt; &gt;<br>&gt; &gt;&nbsp;&nbsp; __ __<br>&gt;
&gt;<br>&gt; &gt; From: <a href="mailto:owner-xsi@(protected)">owner-xsi
@(protected)
</a><br>&gt; &gt; [mailto:<a href="mailto:owner-xsi@(protected)">owner-xsi
@(protected)</a>] On Behalf Of<br>&gt; &gt; Marc-Andre Carbonneau<br>&gt; &gt;
Sent: 23 June 2005 12:56<br>&gt; &gt; To: <a href="mailto:XSI@(protected)">
XSI@(protected)</a><br>&gt; &gt; Subject: RE: Particle cache and
XSIBatchserver<br>&gt; &gt;<br>&gt; &gt;<br>&gt; &gt;<br>&gt; &gt; Once cached,
make you ptp files read-only<br>&gt; &gt;<br>&gt; &gt; I believe it works that
way. Otherwise, you'll need
<br>&gt; &gt; to render everything on<br>&gt; &gt; one machine or several
machines with different<br>&gt; &gt; segment of your timeline.(use<br>&gt; &gt;
a cloud seed so they are all the same)<br>&gt; &gt;<br>&gt; &gt;<br>
&gt; &gt;<br>&gt; &gt;<br>&gt; &gt;<br>&gt; &gt;<br>&gt; &gt;&nbsp;&nbsp; __ __
<br>&gt; &gt;<br>&gt; &gt;<br>&gt; &gt; From: <a href="mailto:owner-xsi
@(protected)">owner-xsi@(protected)</a><br>&gt; &gt; [mailto:<a href="mailto
:owner-xsi@(protected)">
owner-xsi@(protected)</a>] On Behalf Of<br>&gt; &gt; kim aldis<br>&gt; &gt;
Sent: Thursday, June 23, 2005 5:51 AM<br>&gt; &gt; To: <a href="mailto:XSI
@(protected)">XSI@(protected)</a><br>&gt; &gt; Subject: RE: Particle cache
and XSIBatchserver
<br>&gt; &gt;<br>&gt; &gt;<br>&gt; &gt;<br>&gt; &gt; As far as I'm aware there
's no reason why it<br>&gt; &gt; shouldn't work. Can you be sure<br>&gt; &gt;
that the path to the cache files is valid on all<br>&gt; &gt; your slaves?
<br>&gt; &gt;<br>&gt; &gt;<br>&gt; &gt;<br>&gt; &gt;<br>&gt; &gt;<br>&gt; &gt;
<br>&gt; &gt;<br>&gt; &gt;<br>&gt; &gt;&nbsp;&nbsp; __ __<br>&gt; &gt;<br>&gt;
&gt;<br>&gt; &gt; From: <a href="mailto:owner-xsi@(protected)">owner-xsi
@(protected)
</a><br>&gt; &gt; [mailto:<a href="mailto:owner-xsi@(protected)">owner-xsi
@(protected)</a>] On Behalf Of<br>&gt; &gt; guillaume laforge<br>&gt; &gt;
Sent: 23 June 2005 10:42<br>&gt; &gt; To: <a href="mailto:XSI@(protected)">
XSI@(protected)</a><br>&gt; &gt; Subject: Particle cache and XSIBatchserver
<br>&gt; &gt;<br>&gt; &gt; Hi list,<br>&gt; &gt;<br>&gt; &gt; I've seen this
topic several times on the list but<br>&gt; &gt; this time we got the pb
<br>&gt; &gt; in the studio I work actually.<br>&gt; &gt;<br>&gt; &gt; We can't
render particules simulation with standard<br>&gt; &gt; caching. Only standard
<br>&gt; &gt; no caching works with batchserve.<br>&gt; &gt; I'm not a particle
specialist and I don't understand
<br>&gt; &gt; why ?<br>&gt; &gt;<br>&gt; &gt; Is it a limitation ?<br>&gt; &gt;
<br>&gt; &gt; Cheers,<br>&gt; &gt;<br>&gt; &gt; Guillaume Laforge<br>&gt; &gt;
<br>&gt; &gt;<br>&gt;<br>&gt;<br>&gt; Freelance 3-D Animator, F/X Artist,
Particle Man
<br>&gt; ---<br>&gt; Unsubscribe? Mail <a href="mailto:Majordomo@(protected)"
>Majordomo@(protected)</a> with the following text in body:<br>&gt;
unsubscribe xsi<br>&gt;<br>&gt;<br><br>---<br>Unsubscribe? Mail <a href="mailto
:Majordomo@(protected)">
Majordomo@(protected)</a> with the following text in body:<br>unsubscribe xsi
<br></blockquote></div><br>