John, could you show the actual pathname you are trying to resolve? Also what is your Maya version?
Fluids caching should generally be less painful than it was before it switched to nCaches, but there are still some issues. Blend nodes have had a few problems. As well if you attached an existing cache to a fluid there is a problem where not all the cache channels get connected.
Do you have problems with a simple default fluid, cached then rendered on the farm? (i.e. is your problem specific to the settings of that scene, or can you not get any cached fluid to render on your farm)
Duncan
It is possible that that warning is being falsely triggered during file load, before everything is hooked up and initialized. But I’ll look into it so see if there is something with your setup. The fact that it only complained about the path when you changed it suggests that it was getting and using your cache initially, despite the uncached fluid message. Is it possible your scene has some other fluid that is not cached? (for example a fluid wake on an ocean or a pond)
Are you using single or per-frame caches?
In terms of the paths, it does seem odd that your cache directory is the scenes folder. Normally the data folder is directly under your project, not inside “scenes”. (however that should not mess up the cache read)
re the problem itself, i wonder if its problems in terms of just not
having enough control over the maya -> .mi (either on disk or in
memory) -> render process. Could be doing something awful like trying
to reload and re-write the entire fluid cache for the whole sequence
per frame. Ugh.
Other things you could try, forgive me if some sound obvious/outlandish/insane:
-if you're not using FG/raytracing effects, try using the maya
software renderer? With fluids I've found it doesn't need all the
grunt (and associated problems) that mentalray gives
-write out an .mi sequence for the fluid, then read it back in via a
proxy? I wrote some notes on this process:
http://www.tokeru.com/t/bin/view/Maya/MayaMentalRay#Proxies
-get mentalray standalone, avoiding the above process?
-go an alternative renderer that does fluids, like 3delight or prman
(3delight free for 1 license, prman... not so much)
Let us know how you go.
-matt
I've found info about this issue from many years ago - that's a known
bug from the ancient times (I'm not really surprised though - maya is
a pack of revolutionary stuff that never really work without a
headache and until the project is almost completely f*up) - it makes a
runups for each frame you start rendering from, and actually not just
once, but multiple times. To eliminate this problem the solution was -
to set startFrame of the fluids to the starting frame of your current
rendering. But I guess there're new "improvements" nowadays - fluids
render black at the first frame of this setup, so I need to set
"starting frame of my rendering - 1" - then it works.
That could be done with prerender MEL (I also disable evaluation of
all particles in the scene and then enable them with postrender MEL):
prerender MEL:
setAttr fluidShape1.startFrame (`getAttr
defaultRenderGlobals.startFrame`-1); string $pts[] = `ls -type
particle`; for( $pt in $pts ) setAttr ($pt + ".isDynamic") 0;
postrender MEL:
string $pts[] = `ls -type particle`; for( $pt in $pts ) setAttr ($pt +
".isDynamic") 1;
Hope that helps.
Hi John,
Could you submit a bug report for that scene? The scene file should be good enough without the cache files. It definitely sounds like a runup is getting triggered, which should not be happening given that everything in your scene is cached. The suggested workaround of setting the fluid start frame to the start frame of each render sequence is the best one I know of currently to stop a runup. If you want to do it automatically you can’t simply key the startframe value on the fluid to be the current frame, but rather need to set it in a script.
There is another problem with runups currently in that they tend to happen twice… once on file load then a second time at the start of the render sequence( the renderer usually does a preframe evaluation step, which ends up triggering a runup). However in the case of a cached fluid it should not happen. (however if there were any other uncached dynamics entities in the scene then they could be triggering a runup) However even with a cached fluid this problem means the fluid cache will be read 3 times at the start of a sequence. (although in all cases it should only be read once for frames within a render sequence)
I’ve been thinking that we need an attribute to allow users to disable batch render runups( generally if you render on a farm, out of sequence, or with motion blur , you should always have everything cached anyways).
The logic to generate runups can be confounded in different cases. For example playing beyond the range of a cache can cause a simulation when a user may just want to see nothing or the end step of the simulation. We recently fixed a problem where if the simulation start frame was high it did a runup to the start frame.
Duncan
It turns out there is a known caching bug(that we are currently fixing) that was introduced with nCaching on fluids where one always gets a runup at the start of a render sequence. The workaround is to set ALL your dynamic fluid grids to static after caching. ( I can’t say when the proper fix will become available.)
Duncan
It is strange that setting the fluid to static resulted in a crash… if the fluid is cached it really should make no difference other than to avoid the runup. (which setting the start frame also does)
If you are getting a crash it might be worth submitting a bug file. It also should make no difference for motion blur, either, as this is not computed for fluids currently. Motion blur does do sub frame evaluations, which can result in calls interpolating the start/end frame caches. Or if the fluid is not cached it could cause added simulation steps for the sub frames.
Disabling the fluid evaluation may also fix your runup problem, although I’ve not tested it. Probably best if you test it on your setup.
Duncan
From: maya...@googlegroups.com [mailto:maya...@googlegroups.com] On Behalf Of John Cassella
Sent: Friday, May 28, 2010 12:42 PM
To: maya...@googlegroups.com
Do you have a scene where the caching is particularly slower than playback(while simulating)? If you have a scene that that seems unusually slow please submit it with a bug report. As we work on optimizing nucleus code it helps to have a variety of customer references to see typical setups.
I've also also seen this fall apart with particles where the swatch
looks like what I'd expect, but somehow the data coming through has
changed and Maya won't pay any attention to it and decides that it is
now a single value and no longer a ramp.
Thoughts?
Thanks!
Chris
Lizard Lounge Graphics, LTD.
Wellington, NZ
http://lizardlounge.com
Int'l: +644-977-5400 / +642-174-8770
NZ local: 04-977-5400 / 021-748-770
Chris
Lizard Lounge Graphics, LTD.
Wellington, NZ
http://lizardlounge.com
Int'l: +644-977-5400 / +642-174-8770
NZ local: 04-977-5400 / 021-748-770
OK, so it is likely the speed of the fluid simulation. Make sure selfAttract and selfCollide are both off or they will slow down your liquid simulation. Also the meshing can in some cases be much heavier than the simulation to compute so hide your output mesh and turn off intermediate object on the nParticles then switch this back before rendering. (I may have hit some cases where even with it hidden the mesh was getting computed… if this is happening you could try instead making the maxTriangleResolution temporarily 0)
Duncan
From: maya...@googlegroups.com [mailto:maya...@googlegroups.com] On Behalf Of Phinnaeus OConnor
Sent: Tuesday, June 01, 2010 7:16 AM
To: maya...@googlegroups.com
The surface attraction can be slow for a detailed mesh with a lot of particles. Lowering the maxDistance can help when possible. We are continually looking at threading and optimizing as much of the solve as we can, but I can’t say whether such improvements will appear in the next release of Maya or not.
You might also consider using particle goals to form the letters. This is more efficient than general surface attraction and can result in a more uniform distribution of the particles along the surface( although if you want the liquid to pour into the letters then the surface attraction might look more natural, because with the goals each particle is forced to a target position on the surface)
I did a scene with some smoke forming letters a while back and found that goals worked much better for me than surface attraction.
You might also consider using particle goals to form the letters. This is more efficient than general surface attraction and can result in a more uniform distribution of the particles along the surface( although if you want the liquid to pour into the letters then the surface attraction might look more natural, because with the goals each particle is forced to a target position on the surface)
I did a scene with some smoke forming letters a while back and found that goals worked much better for me than surface attraction.
Duncan
Hi,
--
You received this message because you are subscribed to the Google Groups "maya_he3d" group.
To unsubscribe from this group and stop receiving emails from it, send an email to maya_he3d+...@googlegroups.com.
For more options, visit https://groups.google.com/d/optout.