  | | | Particle cache and XSIBatchserver | Particle cache and XSIBatchserver 2005-06-28 - By Guillaume Laforge
Back 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 <<a href="mailto:ericlampi@(protected)">ericlampi@(protected)</a>>:</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 < <a href="mailto:xsi@(protected)">xsi@(protected)</a>> wrote:<br><br> > Eric, you need to open the render tree and swap the<br>> default<br>> Particle_sparks/Particle_vol_sparks shader with the<br>> Particle_Renderer. <br>><br>> Weird leftover, but I have had succes with rendering<br>> this when I had big<br>> problems with the Particles suddenly deciding to<br >> recompute even if I was<br>> using Standard Cache. I have not tried the particle <br>> 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 & VFX Artist<br>><br>><br>><br>><br>><br>> -- -- Original Message -- -- <br>> From: "Eric Lampi" <<a href="mailto:ericlampi@(protected)" >ericlampi@(protected)</a>><br>> To: <<a href="mailto:XSI@(protected)" >XSI@(protected)</a>><br>> Sent: Thursday, June 23, 2005 6:18 PM <br>> Subject: RE: Particle cache and XSIBatchserver<br>><br>><br>> > Kim,<br>> ><br>> > Have you had any success with "load from file"?<br>> ><br>> > I've tried to use it, but I never quite understood <br>> how<br>> > to get the material attributes to work properly.<br> > ><br>> > It just plays back the particle points with<br>> seemingly<br>> > no way to get at it's Ptype material settings. Am <br>> I<br>> > just missing something?<br>> ><br>> > E<br> > ><br>> > --- kim aldis <<a href="mailto:kim@(protected)">kim @(protected)</a>> wrote:<br>> ><br>> > > they're kind of odd, caches. I always found <br>> they'd<br>> > > rebuild cache at<br>> > > rendertime regardless of the state and if I<br>> write<br>> > > protected the files it'd<br>> > > just fall over. I had bloody awful problems when <br>> I<br>> > > was messing with this but<br>> > > I've a feeling it was something I was doing that<br>> was<br>> > > messing the cache<br>> > > rebuild. Using scripted events or doing <br>> something in<br>> > > the scripted events.<br>> > > <br>> > > Doing something recently and rendering not using<br>> > > batchserve and not using<br>> > > scripted events, I had problems with the cache <br>> > > sometimes, for no apparent<br>> > > reason, deciding it needed rebuilding. If that<br>> > > happens then wrong results<br>> > > will happen. Mostly, I think, because you 've got <br>> > > multiple machines all<br>> > > fighting for the same files. Corruption occurs,<br>> no<br>> > > doubt about it. I found<br>> > > myself doing a lot of re-rendering on odd<br> > passes,<br>> > > even when I'd vedry<br>> > > carefully precached and tested everything.<br>> > ><br>> > > There's two ways to go:<br>> > ><br>> > > *<br>> > > <br>> > > let all the machines see the same cache<br>> that's<br>> > > built prior to<br>> > > rendertime. Like I said above, there could - and<br>> > > probably will - be<br>> > > problems. <br>> > > *<br>> > ><br>> > > Alternatively set the cache path to something<br>> like<br>> > > c:\temp\foo.<br>> > ; > C:/temp needs to exist on all the slaves. This<br>> way <br>> > > you'll have the cache<br>> > > recalculated on all the slaves at rendertime but<br>> > > they will be correct. In<br>> > > terms of the time it takes to render the frames<br> > the<br>> > > cache calculation time<br>> > > isn't often that great. Probably safest to clean<br>> the<br>> > > cache out before<br>> > > re-rendering, just in case.<br>> > > <br>> > > The other thing you need to be aware of is that<br>> it's <br>> > > possible to have<br>> > > particle caches named the same in any given<br>> scene<br>> > > and that it's highly <br>> > > likely there'll be identical caches across<br>> scenes in <br>> > > the same project. They<br>> > > fixed the thing - I think - where all particle<br>> cache<br>> > > files on all particle <br>> > > clouds were created with identical names in a<br>> scene <br>> > > but now they get named<br>> > > with sequential names; particle1, particle2,<br>> etc.<br>> > > Manging particle cache <br>> > > filenames can rapidly turn ugly fast.<br>> > ><br> > > > Pretty much most of this applies to hair caching<br>> > > ; too.<br>> > ><br>> > ><br>> > > __ __ <br>> > ><br>> > > From: <a href="mailto:owner-xsi@(protected) .COM">owner-xsi@(protected)</a><br>> > > [mailto:<a href="mailto :owner-xsi@(protected)">owner-xsi@(protected)</a>] On Behalf Of<br> > > > Marc-Andre Carbonneau<br>> > > Sent: 23 June 2005 12:56 <br>> > > To: <a href="mailto:XSI@(protected)">XSI@(protected)</a> <br>> > > Subject: RE: Particle cache and XSIBatchserver <br>> > ><br>> > ><br>> > ><br>> > > Once cached, make you ptp files read-only<br>> > ><br>> > > I believe it works that way. Otherwise, you'll<br>> need<br>> > > to render everything on <br>> > > one machine or several machines with different<br>> > > segment of your timeline.(use<br>> > > a cloud seed so they are all the same)<br>> > ><br>> > ><br>> > > <br>> > ><br>> > ><br>> > ><br>> > > __ __<br>> > ><br>> > ><br>> > > From: <a href ="mailto:owner-xsi@(protected)">owner-xsi@(protected)</a><br>> > > [mailto: <a href="mailto:owner-xsi@(protected)">owner-xsi@(protected)</a>] On Behalf Of<br>> > > kim aldis<br>> > > Sent: Thursday, June 23, 2005 5:51 AM<br>> > > To: <a href="mailto:XSI@(protected)"> XSI@(protected)</a><br>> > > Subject: RE: Particle cache and XSIBatchserver<br>> > ><br>> > ><br>> > ><br>> > > As far as I'm aware there's no reason why it<br>> > > shouldn 't work. Can you be sure <br>> > > that the path to the cache files is valid on all<br>> > ; > your slaves?<br>> > ><br>> > ><br>> > ><br>> ; > ><br>> > ><br>> > ><br>> > > <br>> > ><br>> > > __ __<br>> > ><br>> ; > ><br>> > > From: <a href="mailto:owner-xsi@(protected)" >owner-xsi@(protected)</a><br>> > > [mailto:<a href="mailto:owner-xsi @(protected)"> owner-xsi@(protected)</a>] On Behalf Of<br>> > > guillaume laforge <br>> > > Sent: 23 June 2005 10:42<br>> > > To: <a href= "mailto:XSI@(protected)">XSI@(protected)</a><br>> > > Subject: Particle cache and XSIBatchserver <br>> > ><br>> > > Hi list,<br>> > ><br>> > > I've seen this topic several times on the list<br>> but<br>> > > ; this time we got the pb<br>> > > in the studio I work actually. <br>> > ><br>> > > We can't render particules simulation with <br>> standard<br>> > > caching. Only standard<br>> > > no caching works with batchserve.<br>><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>
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