Rendering Pyro cluster

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Rendering Pyro cluster

Postby FahadA92 » Wed Sep 27, 2017 10:14 pm

FahadA92 Wed Sep 27, 2017 10:14 pm
Hello,

I made a pyro simulation using clustering to optimize the simulation. However, when I try to render the clusters, only the last one seems to be rendering. Is there something I need to do to render all the clusters?
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Re: Rendering Pyro cluster

Postby juanjgon » Wed Sep 27, 2017 10:23 pm

juanjgon Wed Sep 27, 2017 10:23 pm
Hi,

Sorry, this feature is not supported by the Octane plugin yet. Currently, only one grid of each type is extracted from a single Houdini node because the plugin only builds one Octane volume object from each node.

To support this kind of clusters with multiple volumes primitives the plugin must build an Octane volume object for each one. I'll try to add this feature to the next plugin build.

Thanks,
-Juanjo
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Re: Rendering Pyro cluster

Postby juanjgon » Wed Sep 27, 2017 10:26 pm

juanjgon Wed Sep 27, 2017 10:26 pm
Can you please send me this scene to use it as a unit test while working on this feature?

Thanks,
-Juanjo
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Re: Rendering Pyro cluster

Postby FahadA92 » Thu Sep 28, 2017 1:29 am

FahadA92 Thu Sep 28, 2017 1:29 am
Hi Juan, I've sent you a PM with the links to the project files.
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Re: Rendering Pyro cluster

Postby juanjgon » Thu Sep 28, 2017 9:37 pm

juanjgon Thu Sep 28, 2017 9:37 pm
Thanks! I'll take a look at it ASAP. Support this feature should be possible because I've seen in your scene that each cluster is assigned to a group, so it is possible to know the grids that must be used for each Octane volume from the groups.

Thanks,
-Juanjo
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Re: Rendering Pyro cluster

Postby FahadA92 » Fri Sep 29, 2017 6:30 am

FahadA92 Fri Sep 29, 2017 6:30 am
Thank you for looking into it! Do you know any workaround I can do? like splitting up the clusters? I tried posting at SideFX forum but didn't get a reply.
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Re: Rendering Pyro cluster

Postby juanjgon » Fri Sep 29, 2017 8:54 am

juanjgon Fri Sep 29, 2017 8:54 am
Yes, I suppose that some kind of workaround could be possible, importing each volume group in OBJ nodes, but I'm not sure how to do it. In any case I hope to have this feature ready ASAP.

Thanks,
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Re: Rendering Pyro cluster

Postby FahadA92 » Sat Oct 07, 2017 6:39 am

FahadA92 Sat Oct 07, 2017 6:39 am
I figured out a solution in case someone else needs help. Just use blast node and select the prim_x group and then delete non selected. Save the selected group and repeat for each cluster. If you set the group name to "pyro_$F" then all you have to do is set frame range to and press play.
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Re: Rendering Pyro cluster

Postby juanjgon » Sat Oct 07, 2017 9:44 am

juanjgon Sat Oct 07, 2017 9:44 am
Thanks for the workaround. I'm still working on this feature, but it is taken longer than expected because the plugin architecture was not ready to support several Octane objects from a single OBJ node (in this case several Volume objects, one for each group). In any case I hope to have it ready early next week.

Thanks for your patience,
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Re: Rendering Pyro cluster

Postby ptunstall » Sun Oct 08, 2017 6:28 pm

ptunstall Sun Oct 08, 2017 6:28 pm
I too had to do this workaround last night actually and I came here to ask for the same feature! I'm doing a volley of arrows impacting the ground so trying to separate out 10's of volumes becomes quite tedious.
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