How to do partitions with Krakatoa?
Or next Krakatoa version will be with Stoke support?
I don’t think the current version of Stoke will be able to integrate with Krakatoa Partitioning.
Stoke has its own simulation loop that has to be run explicitly to produce the PRTs, and the saving is mostly delayed. The delay could be disabled by setting the memory cache to 0, but it is still a MAXScript loop that has to be run and it is not triggered by rendering (which is what Krakatoa does to partition).
We could write a script that performs the Stoke simulation multiple times with different random seeds and dumps the data to different paths, and we could write a MAXScript Job for Deadline that does the same. But we have no looked into these yet.
Oh, I see. So any simple tool will help a lot (for local workstation). Thanks in advance!
So, I maked a simple interface to loop Stoke output and seed. The problem is that I can’t find how to execute Simulation from maxscript. Is there any simple command?
We have rewritten the simulation code for the next Beta build, so it will be much easier to perform a simulation using MAXScript.
In the Beta 3 version, you would have to have the Stoke object selected in the Command panel and simulate a click on the SIMULATE button via MAXScript
max modify mode
select $Stoke001
$.paramsRollout.btn_simulate.pressed()
It is still better than catch window handle through WinAPI
Thank you. Works perfectly as is.
I wrote a prototype script for Beta 4 (which has much better structured access to the simulation stuff) and got my first real partitioning with correct naming, random seeds and everything. I am not sure if that script will make it into Beta 4, but the plan is to have one ASAP. Then I will be working on doing the same on Deadline.
So now we have 2 Stoke partitioning tools, I hope yours have something better on stopping/resuming partitions than my.
Additional to deadline support, it will be perfect to have something similar like in FumeFX, when you check “Simulation Only”(BackBurner mode). When sending scene through Backburner (or run from 3dsmaxcmd) Stoke simulation will start instead of rendering.
Btw, what do you do with Mem Cache? Simulation -> then Flush to Cache or by setting Mem to zero?
Thx.
In attachment - my first Stoke animation
Hey cool sim
What is happeing at frame 64? It seems to be going backwards for one frame!
Thanks Johnny,
bloody quicktime compression bug. Original sequence is ok.