Andrew Weiler

AndyW

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Recent Forum Posts

rendering packed prims with multiple shader assignments April 18, 2019, 4:21 p.m.

In general I render cached geometry with delayed-load procedural for speed and IFD efficiency, material archives work fine for multiple material assignments on a single archive. My standard workflow has full geometry or sim caches in the lighting file for shader assignment and look dev. These caches are then re-cached and material archives are generated to be rendered as delayed-load archives on the farm. (I imagine there are ways to streamline these kinds of dependencies further with PDG, but that's a conversation for another time)

So I find myself re-caching geometry at times purely for the sake of material assignments and grouping. My question is pretty general, how are others going about this, and or are there better/newer ways to do this with packed prims instead of delayed-load?

Grouping and active state on RBD sim April 8, 2019, 8:58 a.m.

For what it's worth here's the fixed .hip file, Thanks Midassilver for the tips. Since I'm setting my active value with bounded grouping I didn't need to use the solver sop to accumulate color
Image Not Found

Grouping and active state on RBD sim April 7, 2019, 10:53 a.m.

Super helpful, thanks! I'm not clear on why the for-loop is needed, promoting the point color attribute to detail and back again. Thanks again