|
Post by eddgarpv on Apr 9, 2018 12:22:01 GMT -5
Hi, Is there a way to implement a 'texture assignment cache'? Similar to the agent cache but this one, to 'save' which texture gets assigned to one object under the geometry folder.
I have a very long sequence and I had to re-export rib files for one segment. The problem is that everytime there is a rib export, the textures assigned to the agent's geometry will change. So in the end I had to re-export everything and render again the whole sequence.
A texture cache would guarantee that it doesn't matter if you export again one frame, the textures will be the same as long as there is a cached assignment.
What do you think?
|
|
|
Post by Yeah YANG on Apr 9, 2018 21:05:15 GMT -5
|
|
|
Post by Yeah YANG on Apr 10, 2018 2:39:36 GMT -5
Would you please describe more about this? And we need more hint to find why the texture changed. Although we cannot cache or edit the texture choose, it shouldn't be changed when each time exporting. Did you mean that you have a long sequence for example 1000 frames, and you need to export rib for several times ? like 200 frams per exporting?? Or did you mean that you have a big number of agents, like 40000 agents, and you need to export each part of agents (like 10000) per rib file? Cheers! --Yeah Hi, Is there a way to implement a 'texture assignment cache'? Similar to the agent cache but this one, to 'save' which texture gets assigned to one object under the geometry folder. I have a very long sequence and I had to re-export rib files for one segment. The problem is that everytime there is a rib export, the textures assigned to the agent's geometry will change. So in the end I had to re-export everything and render again the whole sequence. A texture cache would guarantee that it doesn't matter if you export again one frame, the textures will be the same as long as there is a cached assignment. What do you think?
|
|
|
Post by eddgarpv on Apr 10, 2018 11:44:39 GMT -5
Sure, let me elaborate: I have a shot with 2738 frames, 3414 agents, 3 original agents, a lot of geometry and textures. I did the agent cache and exported rib files. The rib export failed around frame 1851 because there wasn't enough ram and maya crashed (I had other ribs exports running at the same time, from other scenes). I exported ribs again from frame 1852 and once the render was complete, we noticed the error on the textures assigned to the agents. The second time the rib sequence exported without crash and rendered without texture changes. The difference in the render is here:
|
|