• viki164
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  • Name Vikas Chandel
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my son just went online
How old is your son Peter ?
he seems to be a visionary guy ! Congrats on your parenting :)

Best,
Vik
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Nparticles Crashing on caching..have any of you had this issues in maya 2015 ?
Hi Peter,
I am not using Python here ..Just simple Ncaching via the menu. ( Create Nparticle Cache option )
I dont know if there is a way to run any commandline operation for caching nparticle via commandline without opening any maya GUI.
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Nparticles Crashing on caching..have any of you had this issues in maya 2015 ?
I am running on a tight deadline here at work. For security reasons cant attach any scene but any help regarding on not to make nparticle caching crash would be greatly appreciated !

I am trying to cache nparticle which has few simple expression on radiusPP. Its driving me MAD as I cant figure out whats going wrong. I searched few forums for nparticle caching crash ..the only thing I found out was one has to hide the outline attached to gui. I tried it ..even closed the gui but it doesnt solve the problem.
Its painful to work with nparticle in production.
the crash report generated doesnt say much about the error.. Maya just crashes by giving fatal error :

//version        = #1 SMP Wed Feb 8 13:48:22 GMT 2017
//machine name  = x86_64
//current scene  = unDisclosed
//directory      = /job/triboro/film/tm057/tm057_0120
//====================================================
//command history (most recent last):
//====================================================
//last tool: renderWindowSelectContextItem
//====================================================
//panel with focus: modelPanel4
//visible panels:
// modelPanel4
//====================================================
  /lib64/libpthread.so.0(+0x322680f7e0) [0x7fc951ff37e0]
  awCacheFileIffIO::writeDoubleArray(double const*, unsigned int)
  awCacheFileAccessor::writeArrayDataToFile(unsigned int, int, void*, unsigned int)
  awCacheFileAccessor::addArrayData(unsigned int, int, void*, unsigned int)
  TcacheFileAccessor::addVectorArrayData(Tstring const&, TanimTime const&, void*, unsigned int)
  TcacheFileCmd::writeChannelData(TcacheFileAccessor&, TdependNode*, Tstring const&, awCacheData::awCacheDataType, Tstring const&, TanimTime&)
  TcacheFileCmd::writeCacheableNodeData(TcacheFileAccessor&, TdependNode*, Tstring const&, TanimTime)
  TcacheFileCmd::runupAndWriteMultipleCaches(TDNarray const&, TstringArray&, TcacheFileAccessorArray&)
  TcacheFileCmd::createMultipleCaches(TDNarray const&)
  TcacheFileCmd::createCache(TDNarray const&)
  TcacheFileCmd::doIt(TargList&)
  TmetaCommand::doCommand(TargList&)
  Mel_Command_Dispatch(SphNode*)
  node_exec
  sophia_call_executable
  SophiaExecutable::evaluate(void*)
  TcommandEngine::executeCommand(SophiaExecutable*, void*)
  TelfEvalCmd::doCommand(TargList&)
  Mel_Command_Dispatch(SphNode*)
  f_assign
  node_exec
  fc_ifelse
  node_exec
  f_function_entry_node
  node_exec
  sophia_call_executable
  SophiaExecutable::evaluate(void*)
  TcommandEngine::executeCommand(SophiaExecutable*, void*)
  TevalEchoCmd::doCommand(TargList&)
  Mel_Command_Dispatch(SphNode*)
  node_exec
  f_icase
  f_iswitch
  node_exec
  f_function_entry_node
  node_exec
  sophia_call_executable
  SophiaExecutable::evaluate(void*)
  TcommandEngine::executeCommand(SophiaExecutable*, void*)
  TevalEchoCmd::doCommand(TargList&)
  Mel_Command_Dispatch(SphNode*)
  node_exec
  f_icase
  f_iswitch
  node_exec
  f_function_entry_node
  node_exec
  sophia_call_executable
  SophiaExecutable::evaluate(void*)
  TcommandEngine::executeCommand(Tstring const&, bool, bool, TmelCmdResult*, unsigned int)
  TidleScriptAction::doIdleAction(Tevent const&)


//====================================================
//Memory usage:
// 58236.072 Mb Free Memory
// 16869.487 Mb Free Swap
// 1120.477 Mb Heap
//    0.332 Mb Data Blocks
//  115.156 Mb MEL
//  184.105 Mb Arrays
//    0.135 Mb arguments
//  15.109 Mb POLY_DRAW_CACHE_DATA
//  16.000 Mb File Texture Mipmaps
//    0.281 Mb Pixel Map
//    0.125 Mb Transforms
//====================================================
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SOuP 2017-02-04
Thank you Peter ! Wonderful addon :)
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recent questions about openvdb
Get well soon Evgeny :)
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open vdb 2016-06-21
VDBToMayaFluidNode is still in its development. The video you see is from his beta version which is not out yet. Last I spoke to him he is still working on maya 2017 version update & the new version of Arnold. You might even see the new openvdb4. So lets just wait for it :)
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VDB fog visualizer unlike in houdini possible?
Isn't this great ? It would be much more easier to visualize clouds, fog & other geo to Volume effect as volumes regardless of Arnold as renderer. I really wish if maya fluid suported sparse volume grid for efficiency..hopefully Evgeny can manage to publish a node for vdbToBiforst volumes soon.
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VDB fog visualizer unlike in houdini possible?
VDB should be imported as a “dense” volume in Maya. Currently there is no way to visualize vdb fog/volumes in maya viewport unless one renders it in arnold.
Since maya fluid volumes are not sparse volume grids..it will be slow to convert vdb data to maya volumes like as one of the guy has tried it here :

http://anmr.de/cloudwithmaya/

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VDB fog visualizer unlike in houdini possible?
Like the tittle says..it would be cool to see some volume representation of vdb volumes/fog inside maya without having to see it in render. As many of us don't have arnold as renderer.


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nParticles Collision BUG ( legacy particles are still better than nParticles with collision )
Hi Peter,
I tried it before but no good results But what I noticed if I put a little bounce like something higher than 0.050 then it goes away. Surprisingly strange & silly work around !
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nParticles Collision BUG ( legacy particles are still better than nParticles with collision )
nParticles produces bogus result if one is doing particle emission based on collision. Please find the attach file where I have demonstrated how nParticle Emission is giving strange result.

The White particles are emitting bad ones even before the particle has collided the ground.

The Green Particles are classic particles which works 100 % fine.
The Blue ones is working well only with collision event editor.

I tried every attr like collisionNormal, collisionGemetryIndex, CollisionComponentId, CollisionForce..they all produce erroneous result even before they have collided they return value.

The only way I could find it working is to use collision Event based proc.
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open vdb 2016-06-21
Thank you Evgeny for the video tut :)

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openvdb
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openvdb
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