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Rendering Pyro cluster
Posted: Wed Sep 27, 2017 10:14 pm
by FahadA92
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?
Re: Rendering Pyro cluster
Posted: Wed Sep 27, 2017 10:23 pm
by juanjgon
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
Re: Rendering Pyro cluster
Posted: Wed Sep 27, 2017 10:26 pm
by juanjgon
Can you please send me this scene to use it as a unit test while working on this feature?
Thanks,
-Juanjo
Re: Rendering Pyro cluster
Posted: Thu Sep 28, 2017 1:29 am
by FahadA92
Hi Juan, I've sent you a PM with the links to the project files.
Re: Rendering Pyro cluster
Posted: Thu Sep 28, 2017 9:37 pm
by juanjgon
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
Re: Rendering Pyro cluster
Posted: Fri Sep 29, 2017 6:30 am
by FahadA92
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.
Re: Rendering Pyro cluster
Posted: Fri Sep 29, 2017 8:54 am
by juanjgon
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,
-Juanjo
Re: Rendering Pyro cluster
Posted: Sat Oct 07, 2017 6:39 am
by FahadA92
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.
Re: Rendering Pyro cluster
Posted: Sat Oct 07, 2017 9:44 am
by juanjgon
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,
-Juanjo
Re: Rendering Pyro cluster
Posted: Sun Oct 08, 2017 6:28 pm
by ptunstall
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.