It is currently 20 May 2013, 00:07

All times are UTC + 1 hour [ DST ]




Post new topic Reply to topic  [ 34 posts ]  Go to page Previous  1, 2, 3, 4  Next
Author Message
 Post subject: Re: Quick Cache
PostPosted: 06 Apr 2012, 13:58 
Offline
User avatar

Joined: 09 Jun 2009, 11:59
Posts: 553
Location: warsaw
thanks procedural ;)

by the way, do any of you guys use SSD drive as cache repository?
SI caching is very slow, i'm on 4 hdd raid-0 now Im wondering if sata iii SSD would give me some boost...

_________________
http://vimeo.com/origin/videos


Top
 Profile  
 
 Post subject: Re: Quick Cache
PostPosted: 07 Apr 2012, 13:05 
Offline

Joined: 24 Sep 2010, 18:28
Posts: 595
Ok, final version of the plugin is here, link from the first post updated. For the last time (:

This is a small but very important update. Cache length and versions not count properly before (python doesn't sort lists by default...), so it's fixed now. DisplayInfo_Cached property are not needed anymore. It means that you should manually delete versions folders of caches to rewrite them. And code is cleaned up, it's very pretty now!

druitre wrote:
Man! Potentially huge, functionality that should be standard in SI I'd say. Thanks a lot, this may make my day on the project I'm working on at the moment.

Thanks! All my tools I made for myself, I don't know does it fit in the standard package functionality, but I know that it very useful tool to work with at least for me (: And I hope someone find it useful too!

origin wrote:
by the way, do any of you guys use SSD drive as cache repository?
SI caching is very slow, i'm on 4 hdd raid-0 now Im wondering if sata iii SSD would give me some boost...

Should do, but I don't know for sure. For me caching was always not the fastest process in the world, but it shouldn't actually, if you know that at the end you will get result that you looking for. It's like lagoa, many people mentions that it slow compare to realflow for example, but it can be slow if it does what other programs can't. Elastic-plastic-dirt things for example (:

By the way, Origin, I want to see a cmivfx tutorial for SI SDK from you someday! :ymdaydream: I'd buy it for the high price!

_________________
Constantine
Learnable Programming


Top
 Profile  
 
 Post subject: Re: Quick Cache 2
PostPosted: 07 Apr 2012, 15:57 
Offline
User avatar

Joined: 17 Aug 2010, 11:21
Posts: 346
Hi Constantine

This plugin only works with pointclouds, right? I think you should put that in your first post, just to be clear about what it does.

Also, i tried to install it on a workgroup and it didnt work from there for some reason.

Cheers


Top
 Profile  
 
 Post subject: Re: Quick Cache 2
PostPosted: 07 Apr 2012, 16:33 
Offline

Joined: 24 Sep 2010, 18:28
Posts: 595
bottleofram wrote:
This plugin only works with pointclouds, right?

Not anymore! It was done for testing purposes. Now I include polygon meshes and curves support, this video shows that you can cache syflex or lagoa mesh/curve stuff easily and retime it!


Quote:
Also, i tried to install it on a workgroup and it didnt work from there for some reason.

Because It should be in the "Plugins" folder of your user profile. Sorry, only this way it can work

_________________
Constantine
Learnable Programming


Top
 Profile  
 
 Post subject: Re: Quick Cache 2
PostPosted: 07 Apr 2012, 20:00 
Offline
User avatar

Joined: 17 Aug 2010, 11:21
Posts: 346
Ah,cool. I think theres a problem, though. Cache on geo seems to disable construction stack before it caches it, so no deformer outside of modeling portion is taken into account.


Top
 Profile  
 
 Post subject: Re: Quick Cache 2
PostPosted: 07 Apr 2012, 20:19 
Offline

Joined: 24 Sep 2010, 18:28
Posts: 595
bottleofram wrote:
Ah,cool. I think theres a problem, though. Cache on geo seems to disable construction stack before it caches it, so no deformer outside of modeling portion is taken into account.

Nope, diactivatestack function is executes after the caching operation. Fortunately cache button is not a command, so if you drop me a log lines from the script editor window I'll find what causes problem. By the way, on which version of SI you working on?

As for modeling stack do you used standard non-ice operator for object and trying to cache it? Currently plugin supports only ice trees, and modeling stack will be not deactivated if there a simulation stack exists

_________________
Constantine
Learnable Programming


Top
 Profile  
 
 Post subject: Re: Quick Cache 2
PostPosted: 07 Apr 2012, 21:13 
Offline

Joined: 24 Sep 2010, 18:28
Posts: 595
I just realise one small problem: I have not packed script files into a folder. They should be placed in a "Plugins/QuickCache" user folder. You can do it manually by putting them into a folder

_________________
Constantine
Learnable Programming


Last edited by iamVFX on 07 Apr 2012, 22:04, edited 2 times in total.

Top
 Profile  
 
 Post subject: Re: Quick Cache
PostPosted: 07 Apr 2012, 22:02 
Offline

Joined: 24 Sep 2010, 18:28
Posts: 595
iamVFX wrote:
link from the first post updated. For the last time (:

Sorry, guys, it's so much fun fix stuff :D

Link updated. Shape Modeling, Animation, Post-Simulation and Secondary Shape Modeling was taken into account, ice trees of these stacks will be cached from now

Thanks for the feedback, bottleofram!

_________________
Constantine
Learnable Programming


Top
 Profile  
 
 Post subject: Re: Quick Cache 2
PostPosted: 07 Apr 2012, 23:53 
Offline
User avatar

Joined: 17 Aug 2010, 11:21
Posts: 346
Yes, i applied a standard operator... So, its a limited to ice trees, good to know.



On a somewhat related note, i just noticed that soft will not disable an operator if you move it into a disabled stack. For example, if you have an operator in your Modeling stack and you disable everything from Animation and above, moving that operator into Secondary Shape Modeling has no effect. It crosses it as if it is disabled, but its still active. You have to do "enable from here/disable from here" again to deactivate it.

Is this a bug? Can anyone confirm?


Top
 Profile  
 
 Post subject: Re: Quick Cache 2
PostPosted: 08 Apr 2012, 21:51 
Offline

Joined: 24 Sep 2010, 18:28
Posts: 595
bottleofram wrote:
On a somewhat related note, i just noticed that soft will not disable an operator if you move it into a disabled stack. For example, if you have an operator in your Modeling stack and you disable everything from Animation and above, moving that operator into Secondary Shape Modeling has no effect. It crosses it as if it is disabled, but its still active. You have to do "enable from here/disable from here" again to deactivate it.

Is this a bug? Can anyone confirm?

Plus activation/deactivation bug of multiple objects with a first created point cloud in scene
Plus when you save a scene with deactivated stacks and load it back they will be activated

But the last one is fixed, I wrote a custom event that deactivates stacks on a scene load time (QuickCache_Disable is a list of objects stacks of which will be deactivated above "ReadCache" ice tree)

Also non-ice operators now supported

Cache loading improved

Link from the first post updated

_________________
Constantine
Learnable Programming


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 34 posts ]  Go to page Previous  1, 2, 3, 4  Next

All times are UTC + 1 hour [ DST ]


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group