Full reload mode for DOPS

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Full reload mode for DOPS

Postby benandaim » Thu Jan 07, 2016 12:29 am

benandaim Thu Jan 07, 2016 12:29 am
Hi,

Was doing some DOPS stuff in Houdini and noticed the IPR wouldn't update with "FULL RELOAD" mode on (same for rendering) Just checking if this is meant to be the case or will it become something that updates like the regular transforms etc.

Thanks,

Ben :)
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Re: Full reload mode for DOPS

Postby juanjgon » Thu Jan 07, 2016 9:47 am

juanjgon Thu Jan 07, 2016 9:47 am
Can you send me a sample scene with this problem? I am testing for example a soft body DOP simulation and all seems to work fine.

-Juanjo
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Re: Full reload mode for DOPS

Postby benandaim » Thu Jan 07, 2016 11:16 pm

benandaim Thu Jan 07, 2016 11:16 pm
Hi Mate,

Yep you're right DOPS seems to be working, it's FLIP that's not, sorry.

Here's a scene file for you to check out.

Thanks Boss :)
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flip not updating.zip
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Re: Full reload mode for DOPS

Postby juanjgon » Fri Jan 08, 2016 11:06 am

juanjgon Fri Jan 08, 2016 11:06 am
Yes, this kind of scenes must be rendered in "full scene reload" mode, or with the "Full Reload" option enabled in the IPR. The problem is that this DOP simulation builds an object without a constant topology among the frames (variable number of points and polygons), so the mesh can't be updated and the plugin must reload it.

So to render this scene you must enable the full scene reload in the ROP or in the IPR window.

-Juanjo
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image001023.jpg
image001024.jpg
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Re: Full reload mode for DOPS

Postby benandaim » Fri Jan 08, 2016 11:12 am

benandaim Fri Jan 08, 2016 11:12 am
Thanks mate,

That's what I've been having to do, just wanted to show you and check this was the correct way to do things :)

Best,

Ben.
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Re: Full reload mode for DOPS

Postby juanjgon » Fri Jan 08, 2016 11:49 am

juanjgon Fri Jan 08, 2016 11:49 am
Yes, currently these meshes with variable topology among the frames can't be updated. The scene must be reloaded for each frame to render the sequence.

-Juanjo
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