Re: slightly OT : for those of us (like me) who've never been near maya

2013-09-30 Thread Dominik Kirouac

http://www.sidefx.com  :P


Le 30/09/2013 12:44 PM, Sergio Mucino a écrit :
Ugh. Tough cookie. This is one of those very delicate topics that 
usually end with rotten vegetables flying from camp to camp. It just 
happens that some people take the tools they use quite personally.
I think it's all a matter of perspective, and personal preference. Of 
course, we can all start arguing over technical aspects of each 
product's architecture and data models, but that's just another rabbit 
hole. Workflows... tools... aesthetics... all rabbit holes.
I've had to work with Maya, Max, Modo, and now Soft, and each app has 
its strengths and weaknesses (granted, some have more of one than the 
other), and depending what kind of job you have, and what kind of 
stuff you have to deal with, your tool is either going to make it a 
pleasant job, or your worst nightmare.
However, you've pretty much hit the nail on the head. Adesk is a 
company who's primary objective is to make money, and we may like it 
or not, but absolutely nothing on this planet (short of a complete 
fail of the international money markets) will change that. And when it 
comes to making money, Adesk will of course put all its money on the 
horse that's winning the race. And we may like it or not, but that is 
Maya (and by winning the race I mean purely making more money).
I don't want to start yet another discussion over the virtues or 
defects of each product and their future. Just trying to keep in the 
picture the fact that Adesk looks at this from a completely different 
perspective than users (and it's not only about how much money it's 
making, but also about how much it costs). So, let's just focus on the 
facts...


* Adesk has 3 completely redundant products on its product line (Max, 
Maya, and Soft... they all are end-to-end DCC applications. They do 
things differently, but they all produce quality results).

* There are 3 different development teams working on these products.
* Max and Maya compete for the most seats in different industries.

So, as a purely software development-focused entity, you'd ask 
yourself "Why do I need three? What if I had all my users only using 
one?". It does make sense... less development costs for same revenue 
(this is all "in theory" of course). And from that POV, it makes more 
sense to try to move less users to a different product than more of 
them... hence, Maya is their winning horse (whereas users decide to 
leave their current tool of choice for Maya is still to be seen).
So, it doesn't really matter how great ICE is, or how more modern 
Softs architecture is, or how friendly Max is. These are all things 
that can eventually be implemented in another code base (technical 
issues and business concerns aside). It's a matter of getting 
favorable quarterly results. Period.
I think the real unfortunate aspect of this is that there is NO real 
contender/alternative to an application of Maya/Soft's maturity and 
capabilites. And Adesk knows it. Therefore, they can afford to play 
different strategies withl little risk involved.


And I think I've gone on long enough, and it's lunch time (and not to 
mention, Monday...)


*Sergio Mucino*
Lead Rigger
Modus FX

On 30/09/2013 12:05 PM, John Richard Sanchez wrote:
I agree. But numbers do count as most studios use maya and I need to 
go where the work is.



On Mon, Sep 30, 2013 at 12:01 PM, Andi Farhall > wrote:


I approached learning a bit as an occupational hazard. The job
needed ncloth for legacy reasons so i thought, ok, how bad can it
be. nCloth seemed to do the trick, and no doubt there are other
parts of maya that are good but good lord it's unpleasant to use.
As many of us suspect, it's simply a case of seat numbers and
nothing to do with how good a package is as to where AD pitch it.
If they seriously expect something like maya to be the future
they're all barking mad... and as such I'm failry sure that
can't be the future. Fingers crossed.

just my 5 pence worth.

...
http://www.hackneyeffects.com/
https://vimeo.com/user4174293
http://www.linkedin.com/pub/andi-farhall/b/496/b21


http://www.flickr.com/photos/lord_hackney/
http://spylon.tumblr.com/

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-

Re: Do you have a fluid cache file for me?

2013-01-16 Thread Dominik Kirouac

Hey guys,

Just asking since I heard in the posts about openvdb, I did some 
research and find the houdini openvdb files on the site that Rob mention.


Someone know if it is tough to install the openvdb format in Houdini or 
it just a copy operation in different directory ? is there any 
installation doc ?


Thx

Doum

On 1/15/2013 10:08 PM, Schoenberger wrote:

Hi
No, I only got a handful files.
So if you have a file, please upload it to my website.
The more files I have, the better I can improve speed.
(And for the bafl format the disk size and filtering)
Thanks,
Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night


*From:* softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of
*Simon van de Lagemaat
*Sent:* Tuesday, January 15, 2013 8:58 PM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Do you have a fluid cache file for me?

Do you need bgeo content to test or are you all good?


On Fri, Jan 11, 2013 at 6:49 PM, Schoenberger mailto:x...@digidragon.de>> wrote:

> Houdini bgeo?  Not sure if it can spit out any other formats,
> apparently openVDB is on the way but not sure.
"OpenVDB will be fully integrated into the next major release
of Houdini".
Right, I forgot bgeo then.
Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take
the night





--



Re: Scene crash on load

2013-01-11 Thread Dominik Kirouac
If you have Icecache, try to delete them. It happened to me last year, 
the cache on file node tried to read caches when the scn loaded. After 
icecaches was deleted, the scn reopen correctly...


Just an idea like that, if you have ice cache...

On 1/11/2013 1:26 PM, Toonafish wrote:

Neh, it's about 5 Mb.  But thanks.


On 1/11/2013 19:15, Jean-Sebastien Guillemette wrote:
Also, check if your scene is more than 2gb in size on your hard 
drive/network. If it is, it won't open no matter what you do. Good 
luck :)

Js Guillemette // SHED
Artiste 3D
1410, RUE STANLEY,
11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025
WWW.SHEDMTL.COM
On 11/01/2013 12:33 PM, Rob Chapman wrote:
Ronald think you just give the path for the journal - default is 
nothing..


yes friday, drinking beer eating crisps time in the office!  :D   
its only emergency like scene crashing if you have a client deadline!


hope it works for you but its not a magic solution, eg Fabrice here 
said 2 out 10 times success rate




On 11 January 2013 17:27, Toonafish > wrote:



in preferences>data management as far as I remember when I
last had this and was helped, it creates a text file that
tells you what models are loading and then on the next load
it skips the ones that it finds bad?


Is that the "Recovery Journal file" ? Do you remember where
softimage writes the text file ?



its a shot in the dark at least

you do realise its friday > 5pm though and this kind of
stuff is *meant* to happen.


I smell a conspiracy ;-)


- Ronald







--
Ronald van Vemden
---
3D Graphics & Animation
Cyberfish Laboratories |www.cyberfish.nl
Toonafish |www.toonafish.nl
tel. +31(0)20 5289291
fax  +31(0)20 5289292
email:ron...@toonafish.nl  



--



Re: Do you have a fluid cache file for me?

2013-01-11 Thread Dominik Kirouac
Yes, same email address, maybe your email is seen a spam or something 
like that. I had similar problem with Exocortex some months ago.

If you want, I can try to forward your email to them ?

On 1/11/2013 9:06 AM, Schoenberger wrote:

Hi
>It's weird about the afterworks contact, I sent an email in march 2012 
about the maya

>beta and they answered the same day.
Same email address supp...@afterworks.com <mailto:supp...@afterworks.com>?
Or they are just not interested, but then they could at least write me 
that.

Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night


*From:* softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of
    *Dominik Kirouac
*Sent:* Friday, January 11, 2013 2:53 PM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Do you have a fluid cache file for me?

Hi Holger,

It's weird about the afterworks contact, I sent an email in march
2012 about the maya beta and they answered the same day.



On 1/11/2013 7:29 AM, Schoenberger wrote:

Hi Everyone
I am currently updating my fluid shader for mentalRay and Arnold
(probably VRay if the others are working).
To optimize the shading speed and caching, I am collecting a wide
range of different kinds of fluid simulations. (To be more
specific: I am collecting the cache files of the sim)
I just need ONE file of a simulation to test
compressions/filter/speed.
Multiple files of the same simulation do not help as the fluid
has a similat shape/size/values/color.
It should be something in production quality (not a tiny 20x20x20
fluid grid...)

Types of cache files:
- emFluid/.bafl
- Maya .mc
- blender .bphys
- openVBD
- field3D
- Phoenix .aur
- FumeFX ( Not yet supported as I am not able to get any contact
via supp...@afterworks.com <mailto:supp...@afterworks.com>. Tried
4 times in 2 years. Does someone know any other contact address?)
- Any fluid cache format I am missing?

If you happen to have a cache file:
- Create a text file with your (company) name.
- Zip the text file with the cache file(s).
- Upload it via a file hoster and send me the link
I found a list of file hoster here:

http://translate.google.com/translate?tl=en&hl=de&u=http%3A%2F%2Fwww.pcwelt.de%2Fratgeber%2FFilehoster-Alternativen-zu-Megaupload-4651729.html
Files < 60MB:
If your file is less than 60MB, then you can use
www.BinaryAlchemy.de/upload_caches.php
<http://www.BinaryAlchemy.de/upload_caches.php>
(I am getting a new one for larger files, but right now I cannot
change the limit.)

When I am finished, I will perhaps add all fluid tests to one
large video sequence with one fluid/frame and stats like
load/render time.
Many thanks



-- 




--



Re: Do you have a fluid cache file for me?

2013-01-11 Thread Dominik Kirouac

Hi Holger,

It's weird about the afterworks contact, I sent an email in march 2012 
about the maya beta and they answered the same day.




On 1/11/2013 7:29 AM, Schoenberger wrote:

Hi Everyone
I am currently updating my fluid shader for mentalRay and Arnold 
(probably VRay if the others are working).
To optimize the shading speed and caching, I am collecting a wide 
range of different kinds of fluid simulations. (To be more specific: I 
am collecting the cache files of the sim)

I just need ONE file of a simulation to test compressions/filter/speed.
Multiple files of the same simulation do not help as the fluid has a 
similat shape/size/values/color.
It should be something in production quality (not a tiny 20x20x20 
fluid grid...)


Types of cache files:
- emFluid/.bafl
- Maya .mc
- blender .bphys
- openVBD
- field3D
- Phoenix .aur
- FumeFX ( Not yet supported as I am not able to get any contact via 
supp...@afterworks.com . Tried 4 times 
in 2 years. Does someone know any other contact address?)

- Any fluid cache format I am missing?

If you happen to have a cache file:
- Create a text file with your (company) name.
- Zip the text file with the cache file(s).
- Upload it via a file hoster and send me the link
I found a list of file hoster here:
http://translate.google.com/translate?tl=en&hl=de&u=http%3A%2F%2Fwww.pcwelt.de%2Fratgeber%2FFilehoster-Alternativen-zu-Megaupload-4651729.html
Files < 60MB:
If your file is less than 60MB, then you can use 
www.BinaryAlchemy.de/upload_caches.php 

(I am getting a new one for larger files, but right now I cannot 
change the limit.)


When I am finished, I will perhaps add all fluid tests to one large 
video sequence with one fluid/frame and stats like load/render time.

Many thanks



--



Re: Smoothing Strands Deformation

2012-09-25 Thread Dominik Kirouac

Thanks Mathieu, I'll take a look at it too !

On 9/25/2012 1:57 PM, Mathieu Leclaire wrote:
Here's a compound that's similar to Renaud Bousquet's compound. I use 
the average of the current strand position and the points before and 
after, with a blend control and an iteration control to smooth 
further. Hope this helps.


-Mathieu

Dominik Kirouac wrote:

Thanks for the help guys,

Mathieu: I tried to resample strands, but it doesn't repair the 
zigzag deformation that I get in my simulation..


At the moment, I'm able to smooth(average) one position in the 
strandposition array with it previous and next index, but I'm not 
able to figure out how to do it for each index in the strandposition 
array.


How can I create a loop for this smooth to pass through each index of 
the strandposition array?


On 9/25/2012 11:07 AM, Dominik Kirouac wrote:

Hey all,

Anyone know if a compound exist to smooth strands deformation. I 
have some weird strand deformation after applying simulation and I 
want to smooth them in a postprocess icetree.


I'm able to do it for weightmap by getting the average of 
neighboring points and reapply it to the point, but I'm not able to 
apply this technic to strands.


Anyone could help me with this?

Thanks,

*Dominik Kirouac // SHED **
*3D Artist / FX - SIMULATION
1410, RUE STANLEY, 11E ETAGE MONTREAL (QUEBEC) H3A 1P8
T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM <http://www.shedmtl.com/>



--

   





--



Re: Smoothing Strands Deformation

2012-09-25 Thread Dominik Kirouac

Thanks for the help guys,

Mathieu: I tried to resample strands, but it doesn't repair the zigzag 
deformation that I get in my simulation..


At the moment, I'm able to smooth(average) one position in the 
strandposition array with it previous and next index, but I'm not able 
to figure out how to do it for each index in the strandposition array.


How can I create a loop for this smooth to pass through each index of 
the strandposition array?


On 9/25/2012 11:07 AM, Dominik Kirouac wrote:

Hey all,

Anyone know if a compound exist to smooth strands deformation. I have 
some weird strand deformation after applying simulation and I want to 
smooth them in a postprocess icetree.


I'm able to do it for weightmap by getting the average of neighboring 
points and reapply it to the point, but I'm not able to apply this 
technic to strands.


Anyone could help me with this?

Thanks,

*Dominik Kirouac // SHED **
*3D Artist / FX - SIMULATION
1410, RUE STANLEY, 11E ETAGE MONTREAL (QUEBEC) H3A 1P8
T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM <http://www.shedmtl.com/>



--



Smoothing Strands Deformation

2012-09-25 Thread Dominik Kirouac

Hey all,

Anyone know if a compound exist to smooth strands deformation. I have 
some weird strand deformation after applying simulation and I want to 
smooth them in a postprocess icetree.


I'm able to do it for weightmap by getting the average of neighboring 
points and reapply it to the point, but I'm not able to apply this 
technic to strands.


Anyone could help me with this?

Thanks,

*Dominik Kirouac // SHED **
*3D Artist / FX - SIMULATION
1410, RUE STANLEY, 11E ETAGE MONTREAL (QUEBEC) H3A 1P8
T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM <http://www.shedmtl.com/>




Re: InstanceShape not cached correctly with 2013 Sp1

2012-08-15 Thread Dominik Kirouac
Thx for sharing your mind on the subject Ciaran. It's added to my to do 
list.


- Take a look at the cache on file node more in depth (blending, append 
caches...etc)


Has the opposite I let down the cache on file node when I encountered 
crashes and corrupted scene. When the cache on file node was sets to 
Read, Save scene/close and reopen. XSI wasn't able to open the scene, it 
was a crash at each try.





On 8/15/2012 8:21 AM, Ciaran Moloney wrote:
Well I guess the mixer op isn't as bad as I make out - I guess it's 
fine for most situations. It's just a bit of a PITA. Mostly I've 
encountered problems with some renderers, like Dominik has and in the 
early days I found it to be much less reliable when reading in caches 
e.g. missing attributes. So I got burned and didn't go back.
Mostly I find that mixer workflow quite limiting. I can have a lot 
more control using cache nodes and have just become used to it. e.g. I 
can read in multiple caches and do interesting things with the data 
between each file being read, I can move the cache op into any 
construction region, can do cool tricks with string attributes etc. 
But mostly it's just a sense that I know what's going on compared to 
the mixer.



On Wed, Aug 15, 2012 at 1:11 PM, Dominik Kirouac <mailto:d...@shedmtl.com>> wrote:


Hey Ciaran,

So you don't use the cache manager to load you Sim cache? You use
the cache on file node instead ?

Does it means that you can't take advantage of the cachelist when
you want to load caches for multiple pointclouds ?



On 8/15/2012 8:03 AM, Ciaran Moloney wrote:

Don't use the mixer op (ever).


On Wed, Aug 15, 2012 at 12:54 PM, Dominik Kirouac mailto:d...@shedmtl.com>> wrote:

Hey Chris,

Thanks to bear interest to my problem. I know the way to
cache pointcloud and add attributes. I did it several time. I
think it's more a problem related to voodoo magic :)

I tried to create a repro scn with a simple setup(emit from
geo, set instance shape, simulate particle) using the same
instances that I use in  my project, but it don't recreate
the problem.

It seems like I do something in my simulation that break the
link with the instances between the simulation scene and the
render scene. We are 2 here doing simulation on this project
and the other guy encounter the same problem with a different
simulation/scene... but the setup is similar.

I though it could be caused by the use of a post simulation
tree for cropping by camera that maybe mixed up the pointID
or the shape index, but I deleted the post process tree and
the problem was still there.

Forcing the shape by adding another icetree over the MixerOp
on the cached pointcloud works well... in mental ray, but not
in Arnold. So I'm stuck with a icecache bug that can be
solved with a workaround not working in arnold :).

Maybe I can send you my scenes(one simulation and one
render), but I'm using Exocortex Slipstream, do you have a
license to be able to simulate the Icetree?





-- 





--
- Ciaran



--



Re: InstanceShape not cached correctly with 2013 Sp1

2012-08-15 Thread Dominik Kirouac

Hey Ciaran,

So you don't use the cache manager to load you Sim cache? You use the 
cache on file node instead ?


Does it means that you can't take advantage of the cachelist when you 
want to load caches for multiple pointclouds ?



On 8/15/2012 8:03 AM, Ciaran Moloney wrote:

Don't use the mixer op (ever).


On Wed, Aug 15, 2012 at 12:54 PM, Dominik Kirouac <mailto:d...@shedmtl.com>> wrote:


Hey Chris,

Thanks to bear interest to my problem. I know the way to cache
pointcloud and add attributes. I did it several time. I think it's
more a problem related to voodoo magic :)

I tried to create a repro scn with a simple setup(emit from geo,
set instance shape, simulate particle) using the same instances
that I use in  my project, but it don't recreate the problem.

It seems like I do something in my simulation that break the link
with the instances between the simulation scene and the render
scene. We are 2 here doing simulation on this project and the
other guy encounter the same problem with a different
simulation/scene... but the setup is similar.

I though it could be caused by the use of a post simulation tree
for cropping by camera that maybe mixed up the pointID or the
shape index, but I deleted the post process tree and the problem
was still there.

Forcing the shape by adding another icetree over the MixerOp on
the cached pointcloud works well... in mental ray, but not in
Arnold. So I'm stuck with a icecache bug that can be solved with a
workaround not working in arnold :).

Maybe I can send you my scenes(one simulation and one render), but
I'm using Exocortex Slipstream, do you have a license to be able
to simulate the Icetree?





--



Re: InstanceShape not cached correctly with 2013 Sp1

2012-08-15 Thread Dominik Kirouac
Ok I'll check if with a minimum of tweaks, I can set the simulation 
without plugin.


On 8/15/2012 8:01 AM, Chris Chia wrote:

Hi Dominik,
In order for us to determine the problem, we always encourage users to send us 
'clean' file (without custom plugin). This will narrow the number of crash 
possibilities.

I could take a look at your file but I won't be able to run the sim if the 
plugin is required to see the problem.


Chris
Sent from my iPhone

On 15 Aug, 2012, at 7:54 PM, "Dominik Kirouac" 
mailto:d...@shedmtl.com>> wrote:

Hey Chris,

Thanks to bear interest to my problem. I know the way to cache pointcloud and 
add attributes. I did it several time. I think it's more a problem related to 
voodoo magic :)

I tried to create a repro scn with a simple setup(emit from geo, set instance 
shape, simulate particle) using the same instances that I use in  my project, 
but it don't recreate the problem.

It seems like I do something in my simulation that break the link with the 
instances between the simulation scene and the render scene. We are 2 here 
doing simulation on this project and the other guy encounter the same problem 
with a different simulation/scene... but the setup is similar.

I though it could be caused by the use of a post simulation tree for cropping 
by camera that maybe mixed up the pointID or the shape index, but I deleted the 
post process tree and the problem was still there.

Forcing the shape by adding another icetree over the MixerOp on the cached 
pointcloud works well... in mental ray, but not in Arnold. So I'm stuck with a 
icecache bug that can be solved with a workaround not working in arnold :).

Maybe I can send you my scenes(one simulation and one render), but I'm using 
Exocortex Slipstream, do you have a license to be able to simulate the Icetree?



  Dominik Kirouac // SHED
3D Artist / FX - SIMULATION
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM<http://www.shedmtl.com/>



On 8/15/2012 5:46 AM, Chris Chia wrote:

Hi Dominik,
It is working perfectly (both in Cache Manager and Cache-On-File node). Not a 
bug!


1.   For cache manager,

2.   Select the pointcloud you wish to cache.

3.   Use cache manager with the WRITE tab .

4.   Make sure you have Added the Selection “pointcloud” to the list of 
objects you wish to cache.

5.   Also make sure that the “Shape” attribute is chosen ToCache.

6.   Write Cache!

7.   Create new pointcloud and Use cache manager with the READ tab and 
choose the right settings.

Ps: don’t run away to alternatives when you encounter some problem. It could be 
an easy fix ;)

Chris


From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Dominik
Sent: Wednesday, August 15, 2012 6:06 AM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: InstanceShape not cached correctly with 2013 Sp1

Thx Rob for the reply,

We finally switched to alembic until the next wall :). I keep the idea in my 
bag for when I'll have to face the next project with Icecache ;).

Cheer!


Dominik Kirouac // SHED
3D Artist / FX - SIMULATION
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025 
WWW.SHEDMTL.COM<http://WWW.SHEDMTL.COM><http://www.shedmtl.com/><http://www.shedmtl.com/>



On 8/14/2012 3:20 PM, Rob Chapman wrote:
also.. are you positive your attributes you say you wanted cached and need for 
the correct ID transfer  *are* actually being cached?  could be a little 'force 
attribute cache' may be needed to coerce ICE into doing what you ask.  
http://www.andynicholas.com/?p=360

its pretty easy to check if your cache has cached ID and Shape or not with get 
> set data and show values.

On 14 August 2012 20:12, Rob Chapman 
mailto:tekano@gmail.com><mailto:tekano@gmail.com><mailto:tekano@gmail.com>>
 wrote:
ah Arnold, I see because fixing the instance shape after the cache applied has 
always happened for me when transferring to a new scene, its simple to fix and 
has always worked. normally Its just a pointer to which object to pick in a 
group.

Think we have had some luck in the past with exporting a model with the instance 
shapes & pointcloud inside, exported/cached in a certain way it does keep a 
link between scenes but can't remember the exact details as it was hit or miss when 
we found what works. someone might have a better memory than me... Cristobel!

there does seem to be an invisible pointer or link that gets lost when loading 
caches into new scenes. its odd that specifying the instances after the cache 
applied should not work in Arrnold though as I'm fairly certain that you can do 
this. may be something else?




On 14 August 2012 19:37, Dom

Re: InstanceShape not cached correctly with 2013 Sp1

2012-08-15 Thread Dominik Kirouac

Hey Chris,

Thanks to bear interest to my problem. I know the way to cache 
pointcloud and add attributes. I did it several time. I think it's more 
a problem related to voodoo magic :)


I tried to create a repro scn with a simple setup(emit from geo, set 
instance shape, simulate particle) using the same instances that I use 
in  my project, but it don't recreate the problem.


It seems like I do something in my simulation that break the link with 
the instances between the simulation scene and the render scene. We are 
2 here doing simulation on this project and the other guy encounter the 
same problem with a different simulation/scene... but the setup is similar.


I though it could be caused by the use of a post simulation tree for 
cropping by camera that maybe mixed up the pointID or the shape index, 
but I deleted the post process tree and the problem was still there.


Forcing the shape by adding another icetree over the MixerOp on the 
cached pointcloud works well... in mental ray, but not in Arnold. So I'm 
stuck with a icecache bug that can be solved with a workaround not 
working in arnold :).


Maybe I can send you my scenes(one simulation and one render), but I'm 
using Exocortex Slipstream, do you have a license to be able to simulate 
the Icetree?




*Dominik Kirouac // SHED **
*3D Artist / FX - SIMULATION
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM <http://www.shedmtl.com/>



On 8/15/2012 5:46 AM, Chris Chia wrote:

Hi Dominik,
It is working perfectly (both in Cache Manager and Cache-On-File node). Not a 
bug!


1.   For cache manager,

2.   Select the pointcloud you wish to cache.

3.   Use cache manager with the WRITE tab .

4.   Make sure you have Added the Selection “pointcloud” to the list of 
objects you wish to cache.

5.   Also make sure that the “Shape” attribute is chosen ToCache.

6.   Write Cache!

7.   Create new pointcloud and Use cache manager with the READ tab and 
choose the right settings.

Ps: don’t run away to alternatives when you encounter some problem. It could be 
an easy fix ;)

Chris


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Dominik
Sent: Wednesday, August 15, 2012 6:06 AM
To: softimage@listproc.autodesk.com
Subject: Re: InstanceShape not cached correctly with 2013 Sp1

Thx Rob for the reply,

We finally switched to alembic until the next wall :). I keep the idea in my 
bag for when I'll have to face the next project with Icecache ;).

Cheer!


Dominik Kirouac // SHED
3D Artist / FX - SIMULATION
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025 
WWW.SHEDMTL.COM<http://www.shedmtl.com/>



On 8/14/2012 3:20 PM, Rob Chapman wrote:
also.. are you positive your attributes you say you wanted cached and need for 
the correct ID transfer  *are* actually being cached?  could be a little 'force 
attribute cache' may be needed to coerce ICE into doing what you ask.  
http://www.andynicholas.com/?p=360

its pretty easy to check if your cache has cached ID and Shape or not with get 
> set data and show values.

On 14 August 2012 20:12, Rob Chapman 
mailto:tekano@gmail.com>> wrote:
ah Arnold, I see because fixing the instance shape after the cache applied has 
always happened for me when transferring to a new scene, its simple to fix and 
has always worked. normally Its just a pointer to which object to pick in a 
group.

Think we have had some luck in the past with exporting a model with the instance 
shapes & pointcloud inside, exported/cached in a certain way it does keep a 
link between scenes but can't remember the exact details as it was hit or miss when 
we found what works. someone might have a better memory than me... Cristobel!

there does seem to be an invisible pointer or link that gets lost when loading 
caches into new scenes. its odd that specifying the instances after the cache 
applied should not work in Arrnold though as I'm fairly certain that you can do 
this. may be something else?




On 14 August 2012 19:37, Dominik mailto:d...@shedmtl.com>> 
wrote:
Thanks Peter and Bradley for the help. It looks like forcing the instance shape 
after the load cache op work in mental ray but not in Arnold. At least for my 
scene and in 2013.



On 8/14/2012 12:25 PM, Peter Agg wrote:
iirc Instance shapes are stored using the ObjectID, something which doesn't 
stay consistent across scenes. You'll have to come up with a way of storing the 
shape using other data.

What I've done in the past is to store the index number you used to pick from a 
group, cache that and use it to reapply the same shape in the cache. That or 
I've given each instance object and ID number of my own using a custom 
parameter.

Either way, basically you can't trust XSI to reconnect things.


On 14 Aug