Hey Chris,

Thanks to bear interest to my problem. I know the way to cache pointcloud and add attributes. I did it several time. I think it's more a problem related to voodoo magic :)

I tried to create a repro scn with a simple setup(emit from geo, set instance shape, simulate particle) using the same instances that I use in my project, but it don't recreate the problem.

It seems like I do something in my simulation that break the link with the instances between the simulation scene and the render scene. We are 2 here doing simulation on this project and the other guy encounter the same problem with a different simulation/scene... but the setup is similar.

I though it could be caused by the use of a post simulation tree for cropping by camera that maybe mixed up the pointID or the shape index, but I deleted the post process tree and the problem was still there.

Forcing the shape by adding another icetree over the MixerOp on the cached pointcloud works well... in mental ray, but not in Arnold. So I'm stuck with a icecache bug that can be solved with a workaround not working in arnold :).

Maybe I can send you my scenes(one simulation and one render), but I'm using Exocortex Slipstream, do you have a license to be able to simulate the Icetree?



*Dominik Kirouac // SHED **
*3D Artist / FX - SIMULATION
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM <http://www.shedmtl.com/>



On 8/15/2012 5:46 AM, Chris Chia wrote:
Hi Dominik,
It is working perfectly (both in Cache Manager and Cache-On-File node). Not a 
bug!


1.       For cache manager,

2.       Select the pointcloud you wish to cache.

3.       Use cache manager with the WRITE tab .

4.       Make sure you have Added the Selection “pointcloud” to the list of 
objects you wish to cache.

5.       Also make sure that the “Shape” attribute is chosen ToCache.

6.       Write Cache!

7.       Create new pointcloud and Use cache manager with the READ tab and 
choose the right settings.

Ps: don’t run away to alternatives when you encounter some problem. It could be 
an easy fix ;)

Chris


From: [email protected] 
[mailto:[email protected]] On Behalf Of Dominik
Sent: Wednesday, August 15, 2012 6:06 AM
To: [email protected]
Subject: Re: InstanceShape not cached correctly with 2013 Sp1

Thx Rob for the reply,

We finally switched to alembic until the next wall :). I keep the idea in my 
bag for when I'll have to face the next project with Icecache ;).

Cheer!


Dominik Kirouac // SHED
3D Artist / FX - SIMULATION
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555<tel:514%20849-1555> F 514 849-5025<tel:514%20849-5025> 
WWW.SHEDMTL.COM<http://www.shedmtl.com/>



On 8/14/2012 3:20 PM, Rob Chapman wrote:
also.. are you positive your attributes you say you wanted cached and need for 
the correct ID transfer  *are* actually being cached?  could be a little 'force 
attribute cache' may be needed to coerce ICE into doing what you ask.  
http://www.andynicholas.com/?p=360

its pretty easy to check if your cache has cached ID and Shape or not with get 
> set data and show values.

On 14 August 2012 20:12, Rob Chapman 
<[email protected]<mailto:[email protected]>> wrote:
ah Arnold, I see because fixing the instance shape after the cache applied has 
always happened for me when transferring to a new scene, its simple to fix and 
has always worked. normally Its just a pointer to which object to pick in a 
group.

Think we have had some luck in the past with exporting a model with the instance 
shapes & pointcloud inside, exported/cached in a certain way it does keep a 
link between scenes but can't remember the exact details as it was hit or miss when 
we found what works. someone might have a better memory than me... Cristobel!

there does seem to be an invisible pointer or link that gets lost when loading 
caches into new scenes. its odd that specifying the instances after the cache 
applied should not work in Arrnold though as I'm fairly certain that you can do 
this. may be something else?




On 14 August 2012 19:37, Dominik <[email protected]<mailto:[email protected]>> 
wrote:
Thanks Peter and Bradley for the help. It looks like forcing the instance shape 
after the load cache op work in mental ray but not in Arnold. At least for my 
scene and in 2013.



On 8/14/2012 12:25 PM, Peter Agg wrote:
iirc Instance shapes are stored using the ObjectID, something which doesn't 
stay consistent across scenes. You'll have to come up with a way of storing the 
shape using other data.

What I've done in the past is to store the index number you used to pick from a 
group, cache that and use it to reapply the same shape in the cache. That or 
I've given each instance object and ID number of my own using a custom 
parameter.

Either way, basically you can't trust XSI to reconnect things.


On 14 August 2012 17:15, Dominik <[email protected]<mailto:[email protected]>> 
wrote:

Hey list, I really need help with this one!

In Softimage 2013 sp1,

Did someone encounter problems with cached instance shapes? It seems that If I 
use a simple setup like this one:

-emit from geometry, set instance shape (select a cube), simulate particles

-Cache using the cache manager (or cache on file node), put all the attributes 
in the cache.

When I reload the cache file in another scene, the shape doesn't seem to be 
applied (even if the Master instances are present in the scene, in the right 
place). If I use the automatic type in the display, I can see the bounding box 
grow, If I set it to anything else, I can see the point position. Looks like 
the position, size, velocity... everything else seem to be saved but the 
instance shape.  I even tried to force it with an Ice Tree on top of the cache 
but no such luck...

  Is this a bug in 2013 ?

Any help will be welcomed !


Dominik Kirouac // SHED
3D Artist / FX - SIMULATION
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555<tel:514%20849-1555> F 514 849-5025<tel:514%20849-5025> 
WWW.SHEDMTL.COM<http://www.shedmtl.com/>








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