Use an expression ?
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hehe, why dont u ask people its simple
1. import 1st vrmesh
2. open vrmesh node and in file name replace Mesh01.0001.vrmesh -> Mesh01.%04d.vrmesh (if u have 4 digit then its %04d if its 5 then %05d)
and have fun
i was the one who asked vlado to make rf converterLast edited by bazuka; 11-05-2011, 01:37 PM.
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1) Select your mesh_vraymesh
2) Add an attribut integer, called "Frame"
Code:addAttr -ln "frame" -at long mesh_vraymesh;
Code:connectAttr -f timeToUnitConversion1.output mesh_vraymesh.frame;
Code:string $frame = `getAttr mesh_vraymesh.frame`; setAttr -type "string" mesh_vraymesh.fileName ("scenes/pSphere"+ frame +".vrmesh");
Last edited by bigbossfr; 11-05-2011, 01:45 PM.
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oh the irony....I just fired off an email to nextlimit asking when there would be a renderkit for vray. consider me educated.
So, to re-cap, the pipeline is:
- export RF .bin files
- batch convert .bin to .vrmesh with ply2vrmesh.exe
- create proxy in maya pointing to .vrmesh file, using %04d syntax (e.g. myFile.%04d.vrmesh)
- live happily ever after.
Sound about right?
p.s. Bazuka, that ocean particle test on vimeo is pretty sweet. Nice work.
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@ALFRED_ST_MEDIA
thx my friend, i send email to NL too about renderkit for vray, but i got negative response, they wont make it, so i asked them to share SDK but they wont share that either...
so we will have to wait for next realflow ver i think its v6 when they will share everything, they will publish SDK for everything inside realflow...
cheers
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Originally posted by ALFRED_ST_MEDIA View Postoh the irony....I just fired off an email to nextlimit asking when there would be a renderkit for vray.Originally posted by bazuka View Posti send email to NL too about renderkit for vray, but i got negative response, they wont make it.
So, as mentalray and RenderMan are already supported, VRay is one of the only main renderers to NOT be supported, too bad...
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Originally posted by alainfx View PostI didn't know the standard %04d syntax was allowed, that's really great !
Because, if you want to offset the anim for a few frames, you currently have to rename all your vrmesh files.
Or use an expression to control the file name (but it's not as user-friendly as the %04d syntax).
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Originally posted by alainfx View PostAs a feature resquest for VRay, I think it would be very useful to get an offset attribute that changes the %04d stuff.
Because, if you want to offset the anim for a few frames, you currently have to rename all your vrmesh files.
Or use an expression to control the file name (but it's not as user-friendly as the %04d syntax).
Best regards,
VladoI only act like I know everything, Rogers.
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Originally posted by vlado View PostIf you use one single animated proxy, you can change the offset.
It's a lot better to have a different vrmesh for each frame.
Originally posted by vlado View PostThe ply2vrmesh crash is now fixed in the nightly builds.
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Originally posted by alainfx View PostYes, but usually bin file are between 400Mb and 1Gb (in HD productions), so a sequence of 200 frames will produce a single animated file of 200Gb, which will kill the network.
It's a lot better to have a different vrmesh for each frame.
Thanks !
The .vrmesh files are indexed; V-Ray can find out exactly where each frame is without wading through the whole file and will load just the part that it needs. So from that point of view, there is no difference between single and multiple files.
Best regards,
Vlado
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@vlado
vlado could u plz send me link for nightbuilds? i have already send u an email...
Best regards
Seweryn
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Following this thread I got motion blur working as expected for simple realflow mesh's converted to vrmesh's (in the 5-15mb range) but as soon as the complexity increases ply2vrmesh crashes during the conversion process.
It goes during the Subdividing Voxel phase, on 90-100mb files it seems to consistently happen around the 37.8 mark. I've tried it with a few different simulations now.
This is on fedora 12 with 2.00.04 vray release. Machines have 16gig's of ram but also tried it on a couple of 64gig machines and it goes at the same point so don't think its a memory issue.
Cheers for any help
Martin
Code:> ./ply2vrmesh.exe ParticleMesh_ST01_00004.bin Coverter of .ply .obj .bin and .geo files to .vrmesh files Copyright (C) 2003-2011 by Chaos Group Ltd. All rights reserved. Build from Apr 28 2011 Converting file "ParticleMesh_ST01_00004.bin" Output file is "ParticleMesh_ST01_00004.vrmesh" Reading .bin file... done Calculating vertex normals... done Number of faces: 3254229 Number of vertices: 1626967 Number of texture vertices: 1626967 Number of vertex normals: 1626967 Reading voxel... done SubSegmentation fault (core dumped)
Last edited by MartinB; 28-06-2011, 03:50 AM.
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