![]() ![]() on MASSIVE caches, in length and data size this runup hit is bringing our farm to a screeching halt every time we throw a render on the farm. but its not able to jump to the frame immediately like it should. It is definintely not running up the whole cache in this case because these fluids are generated by an emitter that is not even in the scene anymore, but it eventually DOES render a proper frame, so it is obviously still reading the cache to render. Once this flag is set, to maya, it cannot jump to the frame it needs to anymore, so it "rewinds and playback to see correct current state" to get to the frame you want to render. I've been seeing this error for at least the last 3 versions of maya now, probably since the switch to Ncache style caches? Warning: This file contains an uncached fluid rewind and playback to see correct current state, no matter what, if you have a cache on your fluid or not. When you launch a render thru the command line: The pause now only lasted under 15-20 seconds. Now as a theory tester, I rendered frame 10 from the render command. Total about 1:30ish give or take user speed. ![]() I'll keep the thread alive as soon as I can figure it out, but either way the warning does seem wrong if its acutally working.? I need to verify if it looks the same coming out of the renderviewport and the batch. I'm going to have to put together a simpler test scene, strangely enough it is still throwing the warning in the render log, but it seems that its actually rendering the fluid, but I'm not sure if its the right position of the fluid at that frame, that has been our problem in the past, that it still renders something, but it may not be the simulation as we tested it in the viewport. I haven't tried to hook up an existing cache to a fluid either, that will be another test I could try. We're rendering with mental ray by the way. I am not sure if thats what it is supposed to do in that case or not, I'm wondering if somehow our render submit script is not setting the project correctly or something?Īll our other renders seem to work just fine tho. but I tried changing it in the ascii file to a "relative path" of data/ZP_004_0250_fxDoorMayaFluid_A01_JCAĪnd it responded that it couldn't find the cache at You should be able to swap the paths with network-accessable ones. To read them back in at rendertime, you'd run this as a pre-render MEL command:Ĭo_fluidAutoResizeCacheRead -o FlameShape -path "c:\\tmp\\" -basenameĪnd it'd overwrite all the arrays of the fluid from the files off disk. It fills in the currentFrame number automatically for you. So you'd loop over all the frames calling the same command, and "flame" -density -velocity -fuel -temperatureĮtc. On any given frame, to cache the contents, you'd run:Ĭo_fluidAutoResizeCache -o FlameShape -path "c:\\tmp\\" -basename Once you load the plugin, the 2 commands you need to use are: You can get the win32 & win64 compiles for it here: On the disc, and another command to read them back in. ![]()
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