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  • Name Pawel Olas
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upresFluid maya 2017 crashes
visual studio gives me this:

Unhandled exception at 0x00000199B6DD5F2C (SOuP.mll) in maya.exe: Stack cookie instrumentation code detected a stack-based buffer overrun.

this is in vanilla maya 2016 extension1 + SP5 with SOUP plugin manually loaded (it is not copied to maya plugins or set in the environment).

Other tests in maya 2017 had the plugin in the environment.

I simply opened upresFluid4.ma scene to crash maya.

SOuP_2017_02_27.tar
windows 10 Pro (1607)
Intel i7-4930K 3.40
60GB RAM

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upresFluid maya 2017 crashes
64GB of RAM. no way.

EDIT:
30x30x30 and upres of 2 results in a crash.

10x10x10 and upres of 6 was ok but second pass of 2 crashed maya.

what worries me the most is that most of the settings do not change the look of the fluid. magnitude of 10000 should completely mess up the fluid but it has no visible effect. Like the noise is not calculated at all.

I tried with other plugins on/off, vanilla maya etc. I also tried an older soup and maya 2016 with the same results. This indicates to me that some system DLL that the plugin relies on is incorrect but I don't know enough to track it down.
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upresFluid maya 2017 crashes
I tried it on another box (similar setup) with the same results.

I also discovered that if my initial fluid resolution is small like 10x10x10 then it doesn't crash when I switch to turbulence (the result however, is nothing like in the examples in the documentation) and changing the "strength" has no effect on the look.
larger initial fluids like 40x40x40 crash maya.

it seems that there is a threshold of how many voxels can be processed by the turbulence.

I found that maya API's texture lookups (sampleShadingNetwork) can handle up to 512k samples. above that maya will crash the same way.
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fluid emission from 3d texture
thank you mate. your example is very cool. I wrote a plugin for maya that does textured emission but it doesn't allow me to preview it in real time like your solution (I actually have to play to emit something to see it).
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upresFluid maya 2017 crashes
I don't think it is scene related. If i try to load soup example scene "upresFluid4.ma" it crashes maya instantly. In other upres examples the moment I turn the upres node on maya crashes.
Do I need some other plugins or dependencies installed? I'm running SOuP_2017_02_27, maya 2017 update2, windows 10 anniversary...
I have installed latest (update 3) of Microsoft Visual C++ 2015 Redistributable.

https://www.microsoft.com/en-us/download/details.aspx?id=53587

here are my steps to crash maya:
1. create 3d fluid with emitter
2. with the new fluid container I go to soup shelf and hit upresFluid
3. I tick on ''envelope" on the newly create upresFluid node. All good at this stage but the upressed fluid doesn't look any better than the source one and even massive values of strength, steps, octaves do not change it.snip_20170302094536.png 4. I switch to any turbulence and it kills maya after a second snip_20170302094646.png 
the crash is not a usual maya one that attempts to save a scene but complete windows one:
snip_20170302094748.png 

obviously, there is something wrong with my system and/or I'm missing something...
4x upres with huge strength (delta seems to work and move the fluid with the motion vectors but again without any noise added to it)
snip_20170302095632.png 
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upresFluid maya 2017 crashes
upresFluid when switched to full turbulence crashes maya 2017 (update 2). Example scenes crash maya too. noise advection seems to have no visual impact on upressed fluid

windows 10.

does the wavelet turbulence have some special dependencies?



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fluid emission from 3d texture
ah you used vdb tools to do it... I'm an idiot. I was trying to do it before converting to vdb... thank you for your help! appreciate.
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fluid emission from 3d texture
thank you mate. overburn seems to be a very brute force solution that creates locators for each voxel... 40x40x40 grid basically kills my maya.
I would love to get your advice on hooking soup nodes together to create an emitter that can be controlled with a 3d texture. Meantime I'm writing a plugin and scratching my head not understanding why this functionality is not provided in the industry standard 3d software...
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fluid emission from 3d texture
hi,
Somehow this trivial problem seems impossible to accomplish in maya.
Is it possible to emit density to a fluid container from a 3d texture (perlin noise for instance)? I can potentially write a script to iterate through voxels and set the values but I would prefer to use something fast :-)
thanks.
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how to affect mesh points with arrayExpresisons?
to answer my own question: "point" node is the magic one that I was missing :-)
SOuP is great!!
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how to affect mesh points with arrayExpresisons?
Hi,
It is probably a very basic setup that somehow eludes me...
I wanted to split a mesh into arrays, run some array expression on the position Array and plug the resulting points back to the mesh. Basically I wanted an array expression to drive the deformation. However I see no obvious way to reassemble a mesh back from arrays. I thought of using a peak deformer and supply my customised normals and weights but there must be a better/easier way to simply replace point array in a mesh. Something like attribute transfer that uses point IDs (order) instead of proximity. Assuming that mesh2arrays retains the same order. 
cheers.


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vector array to float array
Quote: Array expressions have multiple outputs so you would something like $E2 = $EX and use outarray2 to grab result. 

that's cool. I assumed this syntax was just a short to treat all channels with the same expression. This opens a lot of possibilities :-)

cheers
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vector array to float array
how did I miss splitRGBA? I searched the nodes a few dozen times. I feel like an idiot right now :-)
I did try arraytoarray and array expression but I wasn't able to change the type of the out array. it seemed to me that the type was dictated by the input array(s).

Point looks like a great node btw. I will experiment with it a bit.

thank you David!
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vector array to float array
hi.
For some reason I cannot figure it out. I have an RGB array and I need to use it for a float array input (time shift). How to extract just one channel from it?
I tried remapArray as it allows me to set the output type but this doesn't work. Is it even possible? basically a node like srgbToColorAndAlpha that splits to R,G and B.
cheers
Pawel
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