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Particle cache and XSIBatchserver

Particle cache and XSIBatchserver

2005-06-28       - By Guillaume Laforge

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

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@(protected)>:
>
> 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@(protected)> 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@(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.
> >
> === message truncated ===
>
>
> Freelance 3-D Animator, F/X Artist, Particle Man
> ---
> Unsubscribe? Mail Majordomo@(protected) with the following text in body:
> unsubscribe xsi
>

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