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Particle cache and XSIBatchserver

Particle cache and XSIBatchserver

2005-06-29       - By Morten Bartholdy

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

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



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<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>&nbsp;</DIV>
<DIV><FONT face=Arial size=2>Best regards</FONT></DIV>
<DIV>&nbsp;</DIV>
<DIV><FONT face=Arial size=2>Morten Bartholdy<BR>3D &amp; VFX
Artist<BR><BR></FONT></DIV>
<DIV><FONT face=Arial size=2></FONT>&nbsp;</DIV>
<DIV><FONT face=Arial size=2></FONT>&nbsp;</DIV>
<DIV><FONT face=Arial size=2></FONT>&nbsp;</DIV>
<DIV><FONT face=Arial size=2></FONT>&nbsp;</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 &lt;<A
 href="mailto:ericlampi@(protected)">ericlampi@(protected)</A>&gt;:</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 &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: "Eric Lampi" &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 "load from file"?<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)">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)</A> with the
   following text in body:<BR>unsubscribe
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