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The NewBGEO is not working as far as I can remember.
it compiles witouht error though but dont see it in the list. I ll check the cmake file if i see something wrong.
I forget how I handled the emitter thing. I think you can keyframe the state of the emitter somehow to turn it off.
gotcha
As for the arnold stuff, its been a while and one of the other devs was the one who was working on the arnold 5 switchover so I am honestly not sure why thats commented out honestly. I'm pretty sure you need it though.
I will ping the guy who wrote it and see if he has any updates.
i fixed things in the cpp but api changed in 5.1 we re using and some functions doesnt exist anymore.
as for the cacherSampler the way thats designed to work is, it either writes out or reads a partio cache file as a point cloud and you can use it as a shading input so for example you can generate a point cloud that defines the lit color of an object bake that out to a point cloud
and then read it back in while turning off all complex shading. its kinda like Partio's version of point based rendering or brickmaps. I've used it in other creative ways in the past as welll... generating and storing data on point clouds in houdini for example and then using them to driveshading calls like falloff ramps etc.. at render time.
thx for the explanation
If I find out anything about the arnold 5 thing I'll pass it along.
-johncI appreciate , thxthanks
particles->attributeInfo(userPPMapping[doubleIt->first].c_str(), doubleAttr);
if (doubleAttr.type == 3){
//INT
const int* doubleVal = particles->data<int>(doubleAttr,it->second);
doubleAttrArrays[doubleIt->first].append(doubleVal[0]);
} else {
const float* doubleVal = particles->data<float>(doubleAttr,it->second);
doubleAttrArrays[doubleIt->first].append(doubleVal[0]);
}