Hi Cristobal

Arnold SiToA and each pointcloud lives under its own model. I have not
saved the cache to the mixer, as it is faster to keep the pointclouds ready
to simulate by unticking the lock in the Cache Manager.

I am rendering instanced geometry btw if that matters - it is easier to
quickly adjust particle size without affecting the simulation this way.

Morten





Den 13. november 2014 kl. 13:43 skrev Cristobal Infante <[email protected]>:

> Hi Morten,
> 
> it could be so many things, are you rendering with Arnold or Mental Ray?
> 
> I've encountered similar problems when pointclouds that live under the same
> model and share the mixer. Is this your case?
> 
> On 13 November 2014 12:35, Morten Bartholdy < [email protected]
> <mailto:[email protected]> > wrote:
> > 
> > I have a number of pointclouds with a lot of particles in them which I
> > cache before rendering on the farm, using the Cache Manager Simulation tab
> > => Caching Files => Cache on Playback and then Lock Playback Cache.
> > 
> > Usually this method works fine, but with my current setup it comes up with
> > some funky playback of some of the cached pointclouds and unfortunately
> > this reflects in errors in the rendering of some of my passes. Sometimes
> > when I load a scene with cached pointclouds, the two front pointclouds will
> > play back sort of as expected, but with a global position offset, and
> > fthese two pointclouds fail to render while the rest (which are identical
> > with another seed and startframe) render fine.
> > 
> > I am rendering particles in one pass and shadows in another for compositing
> > in to a live plate, and the weird things is while the various particle
> > passes render fine for all frames, the shadowpass at some point during the
> > shot suddenly miss some of the cached pointclouds - specifically the two
> > closest to the camera. I have no idea if this is a factor, but would like
> > to hear if there are some do's and dont's regarding this workflow so I can
> > get things done without recaching and rerendering a lot to get through this
> > shot.
> > 
> > Morten
> > 

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