Indeed, without xpCache it's different between LV and Render.
But with a xpCache object it works fine and the skinner is the same in both cases.
X-Particles 3.5 Skinner Problem
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Sorry for my bad english...
Sorry for my bad english...
=)atome451 wrote:Indeed, without xpCache it's different between LV and Render.
But with a xpCache object it works fine and the skinner is the same in both cases.
the problem is not in the cache)
i just mentiond it by the way. i deleted it from the start - but the results are different still
If you pay close attention, you'll also see that the particles are in different locations. At least they were on my screen. The only variable that really adds this level off weirdness is probably the xpdomain, because it's fluid and has a certain amount of randomness in it.
That's why caching creates identical results, because the results are predetermined where as with the picture viewer another instance is created, which means some variable inside the program changes which means the liquid acts differently. That's my theory anyway. The solution is to cache everything. It's not an octane issue, it's an X-particles issue.
That's why caching creates identical results, because the results are predetermined where as with the picture viewer another instance is created, which means some variable inside the program changes which means the liquid acts differently. That's my theory anyway. The solution is to cache everything. It's not an octane issue, it's an X-particles issue.
dotJack wrote:If you pay close attention, you'll also see that the particles are in different locations. At least they were on my screen. The only variable that really adds this level off weirdness is probably the xpdomain, because it's fluid and has a certain amount of randomness in it.
That's why caching creates identical results, because the results are predetermined where as with the picture viewer another instance is created, which means some variable inside the program changes which means the liquid acts differently. That's my theory anyway. The solution is to cache everything. It's not an octane issue, it's an X-particles issue.
Yes i definatly saw those particles.
But if you really want to help me or advice something - please - download the scene and try to render, cause actually - there is no cache or xpdomain there - just several objects)
Cheers!
1: http://i.imgur.com/w60wLNa.png regular old live-viewer standard render.
Difference is from x-particles. Octane is doing fine work.
2: The advice is to Cache everything. This has been the case for most issues where simulation is happening. Is there a reason this is not possible? You'll get the result that you'd get in live viewer. Unless you want the PV version, in which case you'll need to play around with actual project until you get the result you want in LV, then cache that.
3: " there is no cache or xpdomain there - just several objects"
http://i.imgur.com/07Lmy3F.png
"if you really want to help me or advice something - please - download the scene and try to render"
There was an xpdomain in there, that's why I said it in the first place. Please don't be condescending or flippant. I'm just trying to help, the fact that you just want a one check-box solution off the bat seems misguided. Maybe you'll find a solution on an x-particle forum.
TL;DR:
It's an x-particle thing. It happens with the standard renderer as well and it has something to do with the way the mesher compiles it's mesh. You will NEED to cache everything to make this work. There doesn't seem to be any settings under mesher that affect this behaviour. The fact that you don't have cache now, is the issue.
Difference is from x-particles. Octane is doing fine work.
2: The advice is to Cache everything. This has been the case for most issues where simulation is happening. Is there a reason this is not possible? You'll get the result that you'd get in live viewer. Unless you want the PV version, in which case you'll need to play around with actual project until you get the result you want in LV, then cache that.
3: " there is no cache or xpdomain there - just several objects"
http://i.imgur.com/07Lmy3F.png
"if you really want to help me or advice something - please - download the scene and try to render"
There was an xpdomain in there, that's why I said it in the first place. Please don't be condescending or flippant. I'm just trying to help, the fact that you just want a one check-box solution off the bat seems misguided. Maybe you'll find a solution on an x-particle forum.
TL;DR:
It's an x-particle thing. It happens with the standard renderer as well and it has something to do with the way the mesher compiles it's mesh. You will NEED to cache everything to make this work. There doesn't seem to be any settings under mesher that affect this behaviour. The fact that you don't have cache now, is the issue.
I've explained how plugin works. Try to understand please. READ my words also dotJack's. And try with standard renderer. When you see same results in SR, you can't expect anything difference in Octane. If SR gives correct output and Octane wrong then you can expect a solution from me.KillReal wrote: Hello there!
3 days left - any news?
Octane For Cinema 4D developer / 3d generalist
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3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
dotJack wrote:1: http://i.imgur.com/w60wLNa.png regular old live-viewer standard render.
Difference is from x-particles. Octane is doing fine work.
2: The advice is to Cache everything. This has been the case for most issues where simulation is happening. Is there a reason this is not possible? You'll get the result that you'd get in live viewer. Unless you want the PV version, in which case you'll need to play around with actual project until you get the result you want in LV, then cache that.
3: " there is no cache or xpdomain there - just several objects"
http://i.imgur.com/07Lmy3F.png
"if you really want to help me or advice something - please - download the scene and try to render"
There was an xpdomain in there, that's why I said it in the first place. Please don't be condescending or flippant. I'm just trying to help, the fact that you just want a one check-box solution off the bat seems misguided. Maybe you'll find a solution on an x-particle forum.
TL;DR:
It's an x-particle thing. It happens with the standard renderer as well and it has something to do with the way the mesher compiles it's mesh. You will NEED to cache everything to make this work. There doesn't seem to be any settings under mesher that affect this behaviour. The fact that you don't have cache now, is the issue.
Thanks a lot man for your help!
Sorry for little misunderstanding from side - i am working and the same way trying to keep an eye on a forum - and also forgot about this domain (in real project - there are several systems)
Thank you for spendning your time for me and my problem - i will try to do your way =)