Hi people, me again
here is another quick test i did using naiad for simulation and krakatoa sr(maya) for rendering about 11mil particles
i hope u like it
vimeo.com/31578405
pass: maya2krakatoa
cheers
Hi people, me again
here is another quick test i did using naiad for simulation and krakatoa sr(maya) for rendering about 11mil particles
i hope u like it
vimeo.com/31578405
pass: maya2krakatoa
cheers
Good job! I like it!
Please note we posted a new version of the script and the Renderer including
*Animation support
*Partition loading support
*Multi-threaded loading of PRT files (esp. good with SSD and Fision-io drives)
*Log Level controls
Thx Bobo, i saw u add a new mel, ill try it right a way
cheers
Hi Bobo, just to inform you, new maya export script have bug with PRTloader export.
When you export scene with object that have PRTloader, there is no line in py scnene file for that prt sequence, and you can see if you add shader in maya like before there is no code line for that also.
THis is with old script:
#==============================================================
#==============================================================
ri.AttributeBegin()
ri.Option( “channels”, “DefaultColor”, (1,1,1) )
ri.Option( “channels”, “OverrideColor”, (0.2549999952,0.3759999871,1) )
ri.Option( “channels”, “OverrideEmissionColor”, (0,0,0) )
ri.Transform(
1,0,0,0,
0,1,0,0,
0,0,1,0,
0,0,0,1
)
ri.PointsFile ( “R:/krakatoa_maya/data/flood_fluid/flood_fluid.0026.prt”)
ri.AttributeEnd()
And this is with new:
#==============================================================
#==============================================================
ri.AttributeBegin()
ri.Option( “channels”, “DefaultColor”, (1,1,1) )
ri.Option( “channels”, “OverrideEmissionColor”, (0,0,0) )
ri.Transform(
1,0,0,0,
0,1,0,0,
0,0,1,0,
0,0,0,1
)
ri.AttributeEnd()
Igor
I think I know what is going on, but I could be wrong.
The new script adds new attributes to the PRT Loader for handling Partitions.
If you did not re-tag your object with the new script, old scenes will probably skip that part because the attributes don’t exist.
I will try to fix it so it does still export as before, but in the mean time you can simply try to select the PRT Loader and press the Tag button again to add the missing attributes.
If that does not help, let me know…
EDIT: Hmm, I opened a scene saved with the old script and it renders correctly even though it does not have the new attributes. Also I looked through the code and I am handling the case correctly. There must be something else going on. Can you send me the Maya file?
i must say i have a same probl here with new script, even when i make new scene, just box as prt loader and i still get the empty lines for prt inside py scene,
i was analysing a bit the mel u change and i notice its not entering the last else condition dont know why…
cheers
this is a log from maya:
Exporting Scene to Krakatoa SR…
Output to [/Maya2KSR/SCENE/_0027.py]
// KSR: Exporting Lights…
// Exporting Shader Properties…
// KSR: Exporting PRT Objects…
// KSR: Exporting PRT Volume Objects…
// KSR: Exporting PRT Loader Objects…
$thePRTFileToUse = C:/Work/prt/particle1.0027.prt
// KSR: Exporting PRT Object [pCube1]
Exporting Shader [lambert1]
// Calling [/Maya2KSR/_0027.bat]…
// Call Completed.
// KSR Export: Done.
and this is a py
#==============================================================
ri.AttributeBegin()
ri.Option( “channels”, “DefaultColor”, (1,1,1) )
ri.Option( “channels”, “OverrideEmissionColor”, (0,0,0) )
ri.Transform(
1,0,0,0,
0,1,0,0,
0,0,1,0,
0,0,0,1
)
ri.AttributeEnd()
p.s.
also override color, shader clolor, single frame anything about prt loader doesnt work…
Give me a scene, it works for me and other people, so there must be something different about your scene, setup or something else.
I can add some more debug prints to show what it is finding, it looks correct in the log but not in the output… I cannot fix it if I cannot reproduce it.
In fact, you might know more MEL than I do, try adding some debug prints yourself and try to figure it out
The only suspicious thing I found is $singleFrameOnly was string but it should be float. But it still worked for me.
Also, your code shows that lambert1 is exporting the OverrideEmissionColor, but not the OverrideColor. How is that possible? Obviously the script finds the shader and exports half of it, which makes no sense.
I tested again here with an old PRT Loader that doesn’t have the new attributes. I assigned a lambert shader with Green color and it rendered correctly.
I tried single frame only and the actual animation frame and it exported correctly each time and rendered as expected.
No idea what could be wrong…
let me pack the scene…
here it is, i also packed the 1 prt file
yes i have, i add the some prints in last else and i didnt got any of them printed in export…
cheers
p.s
i just rollback to previous script and everything works as before…
PrtTest.zip (1.49 MB)
Found the problem, it is obvious logical issue.
Will post the update in a minute.
Try the build from today and see if it fixes your problem.
already did
its working, sorry for trouble in one moment we thought we r loosing mind, coz we were the only1 who had that probl
cheers
No, no, it was a real bug, I just didn’t have the right steps to reproduce it. Having the scene helped tremendously.