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maya fluid cache

PostPosted: 06 Apr 2018, 10:36
by cubica
I have a problem rendering a maya fluid cache in a farm with RenderPal.
It looks like a bug in maya.. but.. some people find a solution.
here is one solution done with smedge.... do you know if its possible to do it in RenderPal?

We are using Smedge to manage our Maya render farm, you should be able to adjust this solution to your preferred farm manager.
You need to add a pre-render string to your Maya render command. So here's an example:
-preRender "setAttr bifrostLiquidContainer3.startFrame 100"
Now, here's the step that makes all the difference in the world.
In Smedge, or whatever farm application you use. You must alter the previous code with this parameter (or a line with your applications correct syntax):
-preRender "setAttr bifrostLiquidContainer3.startFrame $(SubRange.Start)"

We substitute a hard-coded number with a dynamic parameter, representing the current frame. The $(SubRange.Start) passes in the current frame that the render node has been assigned to render, thus meaning that every render node moves the start frame of the bifrost container to the current frame BEFORE it handles the cache. So that it avoids a run up to the current frame, because it's already on the current frame. :) Your bifrost should read the cache file for the current frame only and immediately proceed to rendering.

thank you

Re: maya fluid cache

PostPosted: 06 Apr 2018, 11:51
by Shoran Support
It should be possible, yes. The Maya renderers come with a Pre-render script field in the render set. If you need to fill this out dynamically, you have to enter a dummy value when submitting the job so that it gets passed to the rendering system. You then need to set its correct value by implementing the CompileCommandLineSwitch function in the renderer script. You should take a look at some other renderers on how to do that (3dsMax, for example).