View Full Version : another nParticle caching problem
lostparanoia 01-26-2009, 09:10 AM Hi. I have a scene with an object omni emitting nParticles from it's cv:s. Then I try to make an nCache for the particles and at first everything seems to be working fine. Then when I save the scene and open it up again for rendering, the particles will show up right on the exact frame in the timeline I had my marker on when I saved. but when I try to scrub in the timeline the nParticles won't move.
can anyone please help, I really have no time for this problem.
thanx in advance
/Mikael
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lostparanoia
01-26-2009, 08:31 PM
Problem has most likely been located. it seems that my expression for 'random per particle mass' caused the particles to fail in the batch render, and I assume that's also the reason for the nCache problem. This has to be a bug. I see no other explaination.
Cheesestraws
01-26-2009, 08:42 PM
Did you check the nCache settings on the nParticle node?
lostparanoia
01-26-2009, 10:20 PM
if you're referring to the 'cacheable attributes' menu then, yes. I have it set to 'All'. Removing the expression on my per particle mass attribute cured the batch render but the caching is still not working properly. :/
lostparanoia
01-30-2009, 01:34 PM
It seems that maya had problems caching to our network drive. When I cached it to a local drive everything worked just fine. Anyone know if this is a bug or if it's a network problem on our side?
thanks.
hkspowers
01-30-2009, 11:36 PM
I have also experienced this bug. So I just started doing it locally I assumed it was our renderfarm, but I guess not.
lostparanoia
02-04-2009, 03:02 PM
Ok, Let's hope they fix it in the next patch then. If you can't render them on the farm, you can hardly use them in production I think.
fantasizer
02-16-2009, 02:39 AM
I've found a bug which may be the same of yours. Try to see if this connection exists:
cacheFile.outCacheArrayData -> nParticleShape.cacheArrayData
If not, make the connection to see if it works.
I found this bug when I used the menu command nCache -> Attach Existing Cache File. When the first time you create the cache, check the connection btw nParticleShape and cacheFile in Hypergraph, you'll find three. Then reload the scene without saving. Use "Attach Existing Cache File" to attach the cache. The cache won't work. Check Hypergraph and you'll see the connection is missing.
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