so i changed all of my fumeFX flame opacity curve knots to corner rather than smooth (well actually only one out of 6 was smooth so that was what got changed) and it now renders… is that the fix for the error?
While im here …
Im getting this one:
ERR: get_fume_fx_particle_istream() - The file “Z:\blahblahblah.fxd” did not have the requisite seeding channels (ie. Smoke and/or Fuel).
It seems odd that this would error, maybe its not supposed to have any fuel in the sim at that exact frame, yet id still like it to render without erroring. A warning would be good but to error and re queue the task is annoying.
Sorry that I didn’t respond sooner, this topic seems to have slipped past my attention.
The error you were initially seeing is related to some precision issues in our code for evaluating bezier curves. Changing the interpolation/knot type to corner will definitely solve that problem. The second error you are seeing is because your settings on the PRT FumeFX object suggests it should see particles in smoke (and/or Fire) but the FumeFX sim didn’t have that channel. Sounds like an error to me.
It is a err… bug, you cannot have a sim that has no fuel or smoke before krakatoa kicks in. So your first save to seq or render frame has to have fuel or smoke.
Yeah… so is that classed as a bug?
For example if i have a flickering flame that sims for 100 frames but, for what ever reason, needs the fuel animated off at frame 50, then back on at frame 70, the frames between 50 and 70 where all the fuel has burnt up and krakatoa reports there is no fuel channel will error. I would have thought it shoudnt error and finish the render with no particles for that PRT.
I have brought it up several times, I just guess it is something that there isn’t really a direct fix for. I don’t know, everyone stopped replying, leaving me just thinking I was the only one dealing with the issue or that I was crazy.
We discussed this with Darcy yesterday and the most probable course of action in this case would be to add a checkbox “Ignore Missing Channels” to the PRT FumeFX. If it is checked, PRT FumeFX will simply produce no particles from missing channels and move along silently. If unchecked, it will behave like before and fail as soon as a channel is not there.
We want to keep both options because sometimes in production you might have an error condition that is an actual error (e.g. the FumeFX artist forgot to enable some option when simulating, then passed the data to the Krakatoa guy who is unaware of the issue) and we want to have a way to warn the user of such conditions. If the user requested no errors, it is his problem if the condition is an actual error and he ignores it…
I totally understand the reasoning behind the warning system. I also understand the circumstances in which it was developed. I also love the work that was done to it that preceded the initial development. So having said that, nearly 35% of cases nullifies the ability to use PRT Fume. You pretty much have a hard time shutting the fuel off, or smoke for that matter.
So yes if this gives you “the ability to render/save without stoppage” = fineByMe