DOP cache

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hi there…noob needs help :roll:

i've got a simulation of a fractured object being smashed by two passive objects.
it's for production, so now i want to cache the smashed result.
i'm running a file Dop from the solver but caching the passives, which i don't need, is slowing everything down.

any suggestions of how i can split the network off and just cache the rbd object, or get it's information out would be gratefully appreciated.

cheers
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When you say “cache”, what do you mean?

If what you want to do is to write out the geometry of the fracturing object at each frame, then use an Object Merge SOP to extract the geometry from the DOP simulation, then write that out with a Geometry ROP. The syntax in the Object parameter line will be
/obj/dopnet1:yourobject/Geometry
where “dopnet1” is the name of your dop network and “yourobject” is the name of the RBD object you care about.

Then you can read the geometry back in with a File SOP and get much better interactive performance and quicker, simpler renders.
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thanks craig.
that looks exactly what i need in theory, but it doesn't seem to be working

object merge sop gives me the error:
Invalid sop specified: “/obj/dopnetShatter:rbdfracturedobject3/Geometry”

but i can select the passives which are normal rbd objects and isolate them with the object merge.

i'm gonna try simplify my network and see if i can suss out the issue.
i'm wondering if it's something to do with the sop network i want to shatter.
i'm using a transform in the sop to apply animation, i'll try using the rbdkeyactive instead.

the workflow suggestion certainly helps, cheers
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aha…in the process of cleaning up, a co-worker helped me figure it out.

suggestion was good, but we figured a simpler way in the dopnet.

so simple, i feel a bit daft for missing it.
we just put the passives through a group node.
then perform a delete on that group after the rbd solver,
so applying a file node after that only writes out the cache data i need.

slowly coming round to the network logic.
after spending so many years in Maya, you get used to not knowing exactly whats going on under the hood.
this way's better :wink:

cheers. Andy

edit: actually no, that doesn't work. delete is taken into account by solver.
it'll be your way then craig
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