Hello, I was reading this thread here today: https://www.sidefx.com/forum/topic/42973/ [sidefx.com]
What caught my eye was this statement: “…One thing I have experienced is that you can export a pyro sim out as a .bgeo sequence…”
I've only just begun to cache out my sims to file so that I can turn them “off” for sequences of my scene to save on resources only to bring them back in when I go to render a sequence of images.
For that I have been exporting using the *.sim extention.
Any advantage in using a *.bgeo extension for exporting a pyro or smoke sim? or I guess any other type of sim as well?
Thanks
Sim vs. bgeo files for caching sims
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- BabaJ
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- Enivob
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Here is a video that covers the two options.
https://www.sidefx.com/tutorials/pyro-fx-sim-cache/ [sidefx.com]
I like to control which fields get written to the final .bgeo.sc file. With .sim files you get all the information from the sim which can result in large disk space usage.
When writing out to .bgeo.sc I typically place an AttributeDelete before the ROP Output Driver and specify exactly which attributes to NOT include. I also uncheck any of those “invsible” fields such as rest, rest2, heat etc… if I know I am not going to need them in my shader for final render.
https://www.sidefx.com/tutorials/pyro-fx-sim-cache/ [sidefx.com]
I like to control which fields get written to the final .bgeo.sc file. With .sim files you get all the information from the sim which can result in large disk space usage.
When writing out to .bgeo.sc I typically place an AttributeDelete before the ROP Output Driver and specify exactly which attributes to NOT include. I also uncheck any of those “invsible” fields such as rest, rest2, heat etc… if I know I am not going to need them in my shader for final render.
Using Houdini Indie 20.5
Windows 11 64GB Ryzen 16 core.
nVidia 3060RTX 12BG RAM.
Windows 11 64GB Ryzen 16 core.
nVidia 3060RTX 12BG RAM.
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- BabaJ
- Member
- 2169 posts
- Joined: Sept. 2015
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