Agree with Cristobal, I do the same a second cloud with the cache works good, duplicating clouds that have a cache already loaded sometimes work funky so I don't do it, also just to be sure that you export all your needed attributes, visualized them on the original cloud.
On Thu, Nov 13, 2014 at 4:22 PM, Cristobal Infante <[email protected]> wrote: > I would generally have a second pointcloud for each one, called > "pointcloudName_CACHED", and load the ice cache on it. > Then on this cached cloud add an ice tree for your size and instanced > geometry. Seems a bit more work, but works well. > > One thing I notice with Arnold, is that it doesn't like negative size > particles. So if you are usingrandomizing the size, make sure the particle > are not going negative. > > > > On 13 November 2014 13:19, Morten Bartholdy <[email protected]> wrote: > >> 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] > 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 >> >> >> >> >> >> > >

