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besha1

Wanting the recipes
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Posts: 77
Reply with quote  #76 
Quote:
Originally Posted by jerry.zheng
Today,I checked with BE_VDBfromMayaFluid node, and there is only 5 input--"current time","caching","Frozen","Is Historica","Node state".
then, don't know how to connect fluidshape with BE_VDBfromMayaFluid node. I'm expecting a "point input" like
BE_VDBfromParticles.
 Someone can explain?TKS!


you just need to enter the name of your fluid shape

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omento

Asking for seconds
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Posts: 23
Reply with quote  #77 
Can also confirm OpenVDB not loading on W10. Used to work fine, is it possible to recompile the plugin Besha? Something seems to have changed.
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ourouk

Wanting the recipes
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Posts: 178
Reply with quote  #78 


Hello besha1,

BE_VDBread directly connected to BE_VDBArnoldRender (VdbOutput -> VDBInput) seems not to work ( nothing is rendering, no alpha ), is it a normal behaviour ?
> The same vdb in BE_VDBArnoldRender "fromFile" works perfectly.

MtoA 1.3.1.2
Core 4.2.14.4
Windows 7 64
Maya 2016 SP6

OVDB arnold version : 1.3.1.0 update ( http://soup-dev.websitetoolbox.com/post/show_single_post?pid=1293243433&postcount=50&forum=173723 )
OVDB plugin version : I tried with 3 different mll

Thx

EDIT : In fact, it worked once, I have an old scene which have been rendering correctly with that type of connection.
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besha1

Wanting the recipes
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Posts: 77
Reply with quote  #79 
you have replaced in mtoa native volume_openvdb.dll in my volume_openvdb.dll?
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ourouk

Wanting the recipes
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Posts: 178
Reply with quote  #80 
Quote:
Originally Posted by besha1
you have replaced in mtoa native volume_openvdb.dll in my volume_openvdb.dll?


I think so, I'll check tomorrow.
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ourouk

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Posts: 178
Reply with quote  #81 
Quote:
Originally Posted by ourouk
I think so, I'll check tomorrow.


My bad...some ninja's Arnold update from the render team overwrote your .dll
Someone had to die for that, now it's fixed, sorry about not checking that.

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ourouk

Wanting the recipes
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Posts: 178
Reply with quote  #82 
Hi besha,

Me again :)
I just discovered something weird relating to playblasting BE_VDBArnoldRender or BE_VDBvisualize.

To explain it easy :
- the VDB does not fit the playblast output as it fit in the viewport.
- VDB Converted to mesh = mesh fits well the playblast

Any idea ?
Thx 

EDIT :
Here is 2 screenshots, maya viewport (viewport resized so we can see that the "bug" is obvious in playblast ) VS the resulting playblast.
Green = VDB converted to mesh
Blue = VDB leaf nodes > ALL the VDB we can see in the viewport is squashed to fit playblast size oO

[image]  duringBlast.jpg

0
atomicx

First taste
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Posts: 2
Reply with quote  #83 
Hi Besha,

Would it be possible to get a build for MtoA 1.4.0 Arnold Core 4.2.15.1?

Thanks for your great work!
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pshipkov

SOuP Jedi
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Posts: 4,702
Reply with quote  #84 
I will try to reach to him guys.
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besha1

Wanting the recipes
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Posts: 77
Reply with quote  #85 
Quote:
Originally Posted by atomicx
Hi Besha,

Would it be possible to get a build for MtoA 1.4.0 Arnold Core 4.2.15.1?

Thanks for your great work!


Update for mtoa 1.4.0 and mtoa 1.4.1 will be ready in fiew days.
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besha1

Wanting the recipes
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Posts: 77
Reply with quote  #86 
Quote:
Originally Posted by ourouk
Hi besha,

Me again :)
I just discovered something weird relating to playblasting BE_VDBArnoldRender or BE_VDBvisualize.

To explain it easy :
- the VDB does not fit the playblast output as it fit in the viewport.
- VDB Converted to mesh = mesh fits well the playblast

Any idea ?
Thx 

EDIT :
Here is 2 screenshots, maya viewport (viewport resized so we can see that the "bug" is obvious in playblast ) VS the resulting playblast.
Green = VDB converted to mesh
Blue = VDB leaf nodes > ALL the VDB we can see in the viewport is squashed to fit playblast size oO

[image]  duringBlast.jpg


I'll try to fix


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noiseOfId

clear soup
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Posts: 96
Reply with quote  #87 

Hi,
I am a bit confused:
I downloaded the last archive but i cannot see most of the nodes.
In total i have about 20.
Specifically I was looking for the AdvectPoints but all there is is "BE_VDBAdvectSDF".

All on 2016...

thx!

0
mecca76

First taste
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Posts: 17
Reply with quote  #88 
Hi Just installed and have been looking at the Youtube videos to understand as I was particularly interested in converting Maya fluids to VDBs. My question is I converted and exported the sequence with the name "Test_####.vdb" and each frame played saved the coresponding number, but in trying to read the sequence it only reads one frame and not the sequence what have I done wrong? How do I get it to read a sequence? Im using 2016 version.
Also I was looking at the video of converting VDBs back to Maya fluids but there doesn't seem to be the node thats in the video 'BE VDBToMayaFluidNode'?
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ourouk

Wanting the recipes
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Posts: 178
Reply with quote  #89 
Hello besha,

Regarding this "report" : 
http://soup-dev.websitetoolbox.com/post/show_single_post?pid=1292791807&postcount=33&forum=173723

I just checked in Maya Render view and the problem remains the same ( MtoA 1.3.1.2, Core 4.2.14.4 ). Will test in MtoA 1.4.1 as soon as I got your update ;)

thx
0
mecca76

First taste
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Posts: 17
Reply with quote  #90 
Quote:
Originally Posted by mecca76
Hi Just installed and have been looking at the Youtube videos to understand as I was particularly interested in converting Maya fluids to VDBs. My question is I converted and exported the sequence with the name "Test_####.vdb" and each frame played saved the coresponding number, but in trying to read the sequence it only reads one frame and not the sequence what have I done wrong? How do I get it to read a sequence? Im using 2016 version.
Also I was looking at the video of converting VDBs back to Maya fluids but there doesn't seem to be the node thats in the video 'BE VDBToMayaFluidNode'?


Figuired out the sequence playback. But curious still as to where the VDBToMayaFluidNode is?
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