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Particle cache and XSIBatchserver

Particle cache and XSIBatchserver

2005-06-28       - By Eric Lampi

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

Ohhh so initially, you need the original cloud in the
scene? That sorta makes sense, the ptypes will stay in
the scene even after you delete the cloud.

What I was doing was using the particle player in a
completely different scene and just referencing where
the PTP files live... Which would be a better way to
do it, but, whatever.  Thanks!

Eric

--- guillaume laforge <guillaume.laforge.3d@(protected)>
wrote:

> 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
> > > > >
>
=== message truncated ===


Freelance 3-D Animator, F/X Artist, Particle Man
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