samadoni

hi Peter,  

Here is a basic scene with a collider deformer and smooth on top. The interactive caching will only work in DG mode and as soon as you switch to parallel or serial it won't work anymore.

Is this a hard coded limitation/bug or is there a way around it (things to avoid in the setup)

thanks

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pshipkov
The PE mode is source of a lot of evil in Maya.
Will take a look.
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pshipkov
I think you hit a PE evaluation bug. Let me get this in front of Maya developers.
Thanks.
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samadoni
hoping they will hear you before the 2019.
I also saw on their last presentation that they are working on their own interactive caching system. Just hoping that it will work globally and not constrained to specific things.  
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pshipkov
Hope is it will work well across the board.

Btw, you are aware of the GPU caching in SOuP ?
Just making sure you didn't miss it.
It is much faster than the interactive caching system you are using in your scene here.
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samadoni

yes i tried it but i find the cpu/ram version much more flexible, for instance i'm using it with the boss simulation and i can hook up some operation after the cache node without a problem and do some rendering on the go.


Of course having a mesh shape at the end and also having it accelerated by the gpu would be ideal; the best of both world.  

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