View Full Version : particle disckCache, wtf?!
azshall 07-31-2006, 08:02 PM // Warning: mortarPathPartyShape: No cache file found for this object, runup may be needed. Check your workspace particles directory. //
I get this warning/error when I load the scene. I'm using Smedge 3 for distributed network rendering and it will absolutely NOT find my cache file. Here is what I am doing.
I am working locally, cache'ing locally to my project then saving the scene. The scene file/cache is then copied over the network so that I can render it (now this works PERFECTLY FINE with Fluids when I do a 'every frame' cache). However here, Smedge 3 cannot find the cache to these particles. What makes it more odd, is when I actually sit at the Render Node and fire up Maya manually and PHYSICALLY load the scene (after I set the project). It cannot find the cache either. The project and files are all in the proper place, I did this same test by copying everything, just on my LOCAL drive to see if it would respect the copy. It does.
Why is this breaking over the network? Why in Maya can i not find a correlation between THESE specific particles and the NEEDED cache? I just want to see if I can query any data? How does Maya know there is no cache when I can see OR find NO command it is executing to test the cache (to give me that warning message on scene load). I'm a pretty avid MEL scripter and understand quite a bit about Maya's inner workings, but I've never ran into this problem and its brought my workflow to a grinding halt. Does anyone have ANY suggestions on what this could mean or be? Possibly a way to fix this?
I've also tried mapping the network drive to this render path, ie.. Instead of using '\\box\project\` .. i've mapped it to something like 'u:\project\' .. etc ..
Help?
az
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mattswilson
08-01-2006, 03:37 PM
any cached data usually prefers to be in the project path. Particles and Fluids, in my experience, are notorious for breaking their links quickly.
If there is a manual override for the working project in Smedge, try that. It should enter the -proj command into render string. Also, make sure that the working directory was created with the workspace.mel file. That will have the exact string that you will want to point your rendered to. As long as that flag is set, and it is looking in the right place, your render should work. I have had a few problems with renderman for maya still not being able to render them if you specify an alternate name for the particle caches when you initially create them.
azshall
08-01-2006, 03:56 PM
any cached data usually prefers to be in the project path. Particles and Fluids, in my experience, are notorious for breaking their links quickly.
If there is a manual override for the working project in Smedge, try that. It should enter the -proj command into render string. Also, make sure that the working directory was created with the workspace.mel file. That will have the exact string that you will want to point your rendered to. As long as that flag is set, and it is looking in the right place, your render should work. I have had a few problems with renderman for maya still not being able to render them if you specify an alternate name for the particle caches when you initially create them.
Yeah, I've hardcoded the command line project through smedge. The problem is this ..
I go to the network box ... say '\\networkBox\path\project\scenes\file.ma' .. right? ... I load this up, its no good.. particles are not found.
Now, say I VNC or Remote Desktop into "networkBox" .. and COPY that '\\networkBox\path\project' .. to tsomewhere on the local drive, say C:\temp\ .. whatever .. then load teh scene? .. It finds the cache perfectly.
For some reason, it just will not, find my cache if its loaded on the network. :(
az
mattswilson
08-01-2006, 03:59 PM
are you using shared storage via a mounted drive?
azshall
08-01-2006, 04:04 PM
I'll have to ask, I'll find out and post a reply ...
azshall
08-02-2006, 03:30 PM
I can't find any rhyme or reason as to why the cache works on some machines and not others, over the network .. and not over the network.
Maya's PDC is a piece of shit, i'm beginning to think.
mattswilson
08-02-2006, 04:06 PM
you know I have had that problem for a really long time. The only way that I have ever gotten around it is being absurdly cautious with drive structures, projects and that workspace.mel file.
try creating a shared directory that all of the machines can see. Map that as a network drive and make a folder in there called Data. Then hardcode that path as your PDC directory in that workspace.mel file and try rerendering. I would say just copy all the previously created caches from every directory you can find into the new one.
azshall
08-02-2006, 04:13 PM
Good suggestion, I'll try that out as well ... Just so frustrating that a render that I launched at midnight, didn't even render properly because Maya's inability to keep track of a particle cache that exists properly. How annoying.
Its wierd, I would think there would be a node that ties that specific cache to the particles, like a fluid cache is connected to the fluid container itself.. With particles, how do you know what cache goes to what? Its reading it SOMEHOW and SOMEWHERE, just can't find the connection ..
az
mattswilson
08-02-2006, 04:39 PM
i agree, its a serious pain! I think path assignment like fluids would be a resonable request for Maya v20. Maybe well get it sooner:)
azshall
08-02-2006, 06:45 PM
the more I poked around here.. I found an interesting thread going over this exact topic ..
http://forums.cgsociety.org/showthread.php?t=367871&highlight=cache
I tried one of the suggestions which was to change in my workspace.mel .. the command that says ....
2)
open your workspace.mel and change the line:
workspace -rt "particles" "particles";
to
workspace -fr "particles" "particles";
Seems to have actually done some good, I'll be quick to try the seed option as well if things start to act funky after this .. but so far it seems to work... Need to try it on the farm though ..
az
alexx
08-03-2006, 11:53 AM
i dont even dare to check if that bug is fixed in 8.0 :)
i really hope they have rewritten the complete cache sections for particles/hair/fluids because the were more bug than feature
good luck
alexx
azshall
08-04-2006, 04:48 AM
Sheesh, someone just needs to be a nice lil developer :) .. and write a new particle cache engine... That actually will designate a "cache" to individual particles so you can actually cache multiple particle objects independantly and have them read... *sigh* .. I actually outlined a project like this that would work awesome. Unfortunately for me though, I only know MEL, not C++/C# :( ... Oh well ...
az
pascal
09-05-2006, 02:07 PM
Yes, a new cache system would be cool.
Anyone ever checked that file format: http://hdf.ncsa.uiuc.edu/HDF5/ ?
From what I understand, it is pretty efficient for this kind of data.
I think it could be "somewhat" easy for an experienced programmer to just create a new emitter type that would read such file, and a command to create it...
If anyone come accross such thing, tell me ;)
Pascal.
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