Hey, Im having some issues with a Topnet which through wedging creates a number of sim variation which are then rendered through opengl.
I've managed to write out the files to unique, ordered paths, but I now need to bring them together in arbitrary groups to be rendered onto contact sheets for review.
There are too many variations to be reviewed in a meaningful way on a single contact sheet, hence the need to split them up.
So to practically reiterate my situation, I have 10 geometry variants, 4 simulation variants, 9 render camera angle variants and 72 frames for each.
I have 25920 frames on disk from this setup, and whilst I can wrangle the to have meaningful attributes using python processors, I can't quite see how I can take each geometry and it's simulation variants, and make a contact sheet from them.
I've used the partition by frame to drop all 10 geometry variants onto the same contact sheet, which feels like its the correct final step.
Using the partition node upstream to group the frames by geometry variation ‘works’ but I'm unable to then process each partition with the imagemagik nodes independently.
It feels like there should be a way to for-each the partitions, but the for-loop in tops when used with my partitions doesn't preserve the contained file paths that imagemagik requires.
Am I missing a process for handling partitions, or is there a better way?
Thanks
Dominic
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PDG/TOPs » For each partition loop or equivalent
- Dominic Carus
- 15 posts
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PDG/TOPs » Utilising @wedgenum[] in file output for nested wedges
- Dominic Carus
- 15 posts
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Brilliant, that works perfectly. Thanks!
I feel that this note regarding parm expressions would be helpful if included with the wedge TOP docs.
I feel that this note regarding parm expressions would be helpful if included with the wedge TOP docs.
PDG/TOPs » Utilising @wedgenum[] in file output for nested wedges
- Dominic Carus
- 15 posts
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Hey,
I'm currently trying to process some geometry using nested wedges.
Dropping `@wedgenum` in the file path of the rop, creates the expected latest wedge number value, but I need to use the array @wedgenum as described in the help page [www.sidefx.com] in order to get usable unique indices for my geometry.
Putting `@wedgenum` in the file path does not evaluate to anything - am I misunderstanding how this is supposed to work?
Dominic
I'm currently trying to process some geometry using nested wedges.
Dropping `@wedgenum` in the file path of the rop, creates the expected latest wedge number value, but I need to use the array @wedgenum as described in the help page [www.sidefx.com] in order to get usable unique indices for my geometry.
Putting `@wedgenum` in the file path does not evaluate to anything - am I misunderstanding how this is supposed to work?
Dominic
PDG/TOPs » Accessing the ROP Fetches Expect Output through Python
- Dominic Carus
- 15 posts
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PDG/TOPs » Accessing the ROP Fetches Expect Output through Python
- Dominic Carus
- 15 posts
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Im struggling work out how to achieve this. Ive a python processor attached below a rop fetch and wish to use the rops expected output file path with the file sops Im creating in the processor.
Is there a work item attribute I can grab for this, or should I be accessing the rops sopout parameter? If its the latter, how do I ensure the parameter is evaluated correctly, respecting the pdg attributes?
I'd rather not create channel references on the python processor to achieve this, as it looks sloppy to me.
Dominic
Is there a work item attribute I can grab for this, or should I be accessing the rops sopout parameter? If its the latter, how do I ensure the parameter is evaluated correctly, respecting the pdg attributes?
I'd rather not create channel references on the python processor to achieve this, as it looks sloppy to me.
Dominic
Technical Discussion » RBD Initial State /w Packed Primitives
- Dominic Carus
- 15 posts
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Hey Chris, thanks for posting that file.
Has there been any further information provided on this topic?
Im facing a similar problem of spawning rbd geometry from an existing rbd object using packed primitives and Im struggling to manage the various attributes in order to get the new pieces positioned, oriented and setup with the correct attributes.
Although the example posted covers some of this, beyond copying whats there, I dont feel confident in fully understanding the thinking behind the workflow.
I guess Id really like to hear from sidefx on how and why the attributes on packed objects are designed, and how best to work between a sop solver for managing geometry creation and positioning, alongside the bullet solver.
Has there been any further information provided on this topic?
Im facing a similar problem of spawning rbd geometry from an existing rbd object using packed primitives and Im struggling to manage the various attributes in order to get the new pieces positioned, oriented and setup with the correct attributes.
Although the example posted covers some of this, beyond copying whats there, I dont feel confident in fully understanding the thinking behind the workflow.
I guess Id really like to hear from sidefx on how and why the attributes on packed objects are designed, and how best to work between a sop solver for managing geometry creation and positioning, alongside the bullet solver.
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