I am running tests on soft body deformation to see what fails and succeeds in producing the Vertex Animation Textures according to point count and frame range. I have a long simulation with 89620 points and I need to know how I can break up the results so I can string them together in unreal; by frame length? by point count? any suggestions?
The tests:
For a soft body simulation of a basic grid mesh I have increased the frame length and point count to see what works and doesn't.
These tests take a long time.
It would be helpful on the VAT 3.0 node to have a warning or error before it processed for 45 min and fails.
There must be a way to calculate if the ROP will fail before you go through the operation. Thoughts or ideas?
I have been multiplying the frame count by the point count and dividing by the texture size
(frame_count*point_count)/texture_size
and it seems if that number is below 9000, it completes successfully. But I'm grasping at straws here through trial and error.