Yep, and if your CACHED pointcloud start misbehaving, just delete it and
create a new one ;)

On 13 November 2014 15:26, Oscar Juarez <[email protected]> wrote:

> 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
>>>
>>>
>>>
>>>
>>>
>>>
>>
>>
>

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