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Problems with Baked Particles and Net Render
Posted: 24 April 2012 07:43 PM   [ Ignore ]  
Total Posts:  4
Joined  2010-08-30

I’m having issues with my particle animation renders out of Net Render. 

I am using a basic emitter which is showing a rigid body object as the particle.  I’ve baked the particles following the instructions in the help menu: “To bake the particles, select the emitter in the Object Manager, choose the Bake Particles command, set the parameters in the Bake Particles dialog as desired (see below) and click OK. A Baked Particles icon will appear in the Object Manager, to the right of the emitter.”

When I render through Net Render, about half way through my animation, the particles start to go wrong.  Every other frame is different, which tells me that those frames were sent to machines that re-calculated the particles, rather than reading the baked particles.

Am I missing something in order to get an accurate render through Net Render?  Is there another way to bake the particles so that they are key framed?

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Posted: 24 April 2012 07:53 PM   [ Ignore ]   [ # 1 ]  
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Hi AlphaCreative,

Please check your scene with the Support if the following won’t solve it.

You need to cache the Rigdig Body Solution, as the the Particles give here only a start situation in the scene (If I get your description of the set up correctly)

You asked about an alternative. You could drag the Particle Emitter into the Object field of a Cloner Object, and use the MoGraph/Dynamic Set up to cache it into the MoGraph Cache. Then Render.

I have no Net Render Set up here, so I can’t tell more nor check it, sorry.

All the best

Sassi

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Dr. Sassi V. Sassmannshausen Ph.D.
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Posted: 24 April 2012 08:26 PM   [ Ignore ]   [ # 2 ]  
Total Posts:  4
Joined  2010-08-30

That makes sense, thanks!  I’ve done that, and am running a test with Net Render now.

I’m having another issue with a similar scene.  Maybe you can help me with that too.  I’m trying to make an emitter that emits soft body geometry so that it falls on top of already modeled geometry(Paper falling from the sky onto a pile of paper).  The problem that I’m having, is that the soft body will not fall, once it is attached to the emitter.  I’ve tried adding gravity, and it does not affect the geometry either.  In fact, the particles do not even move away from the emitter.  They just pile up next to the emitter and don’t go anywhere.  The emitter is large enough to allow plenty of space for the particles to fly out.

The process I went through was as follows: I created a soft body, a collider object (my pile of paper), and a basic particle emitter.  I attached the soft body to the emitter and made it show objects.  I’ve used this technique with rigid bodies, and it worked fine.  But for some reason, it will not work with the soft body.  I have a hunch that my machine is just not processing everything properly, but I might be missing something.  Is there something I need to make sure I do, in order to make it work?

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Posted: 24 April 2012 09:32 PM   [ Ignore ]   [ # 3 ]  
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Hi AlphaCreative,

You’re welcome.

Please have a look to the attached scene. You might switch off the Wind influence.

All the best

Sassi

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CV2_r13_drs_12_DYpa_01.c4d.zip  (File Size: 129KB - Downloads: 243)
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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
https://www.youtube.com/user/DrSassiLA/playlists

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