  | | | Particle cache and XSIBatchserver | Particle cache and XSIBatchserver 2005-06-29 - By Morten Bartholdy
Back Sorry guys, I've been too busy lately to check up on this, but it looks like Guillaume found out :) I did the same thing.
Best regards
Morten Bartholdy 3D & VFX Artist
-- -- Original Message -- -- From: guillaume laforge To: XSI@(protected) Sent: Tuesday, June 28, 2005 11:19 AM Subject: Re: Particle cache and XSIBatchserver
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
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML><HEAD> <META http-equiv=Content-Type content="text/html; charset=iso-8859 (See http://iso-8859.ora-code.com)-1"> <META content="MSHTML 6.00.2800.1498" name=GENERATOR> <STYLE></STYLE> </HEAD> <BODY bgColor=#ffffff> <DIV><FONT face=Arial size=2>Sorry guys, I've been too busy lately to check up on this, but it looks like Guillaume found out :) I did the same thing.</FONT></DIV> <DIV><FONT face=Arial size=2></FONT> </DIV> <DIV><FONT face=Arial size=2>Best regards</FONT></DIV> <DIV> </DIV> <DIV><FONT face=Arial size=2>Morten Bartholdy<BR>3D & VFX Artist<BR><BR></FONT></DIV> <DIV><FONT face=Arial size=2></FONT> </DIV> <DIV><FONT face=Arial size=2></FONT> </DIV> <DIV><FONT face=Arial size=2></FONT> </DIV> <DIV><FONT face=Arial size=2></FONT> </DIV> <BLOCKQUOTE style="PADDING-RIGHT: 0px; PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT: #000000 2px solid; MARGIN-RIGHT: 0px"> <DIV style="FONT: 10pt arial">-- -- Original Message -- -- </DIV> <DIV style="BACKGROUND: #e4e4e4; FONT: 10pt arial; font-color: black"><B>From:</B> <A title=guillaume.laforge.3d@(protected) href="mailto:guillaume.laforge.3d@(protected)">guillaume laforge</A> </DIV> <DIV style="FONT: 10pt arial"><B>To:</B> <A title=XSI@(protected) href="mailto:XSI@(protected)">XSI@(protected)</A> </DIV> <DIV style="FONT: 10pt arial"><B>Sent:</B> Tuesday, June 28, 2005 11:19 AM</DIV> <DIV style="FONT: 10pt arial"><B>Subject:</B> Re: Particle cache and XSIBatchserver</DIV> <DIV><BR></DIV>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="PADDING-LEFT: 1ex; MARGIN: 0pt 0pt 0pt 0.8ex; BORDER-LEFT: rgb(204,204 ,204) 1px solid">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)">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)</A> with the following text in body:<BR>unsubscribe xsi<BR></BLOCKQUOTE></DIV><BR></BLOCKQUOTE></BODY></HTML>
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