Saturday, 3 May 2014

Small update

I've gone through the basic nParticle simulation process on Maya a couple times in a certain format for the Masterclass tutorial I'll be giving and it went well. There were some slight hiccups on the way when I couldn't add particular solvers to particular meshes, but I found ways around it.

Like for instance...for some reason, naming the emitters and meshes in the scene before giving the meshes passive collider nucleus solvers just doesn't work for some odd reason. Annoying as hell but I guess the names and all can be sorted out after everything's been done. The real downside to all this is that the render time in Mental Ray with the different shaders and lighting (Raytracing) is huge. It makes testing out renders really tedious because one single frame in some situations takes about 6 minutes to fully render. Couple that with the fact that the computers at college aren't exactly top notch, it would take much, much longer - say, about 8-10 minutes per frame. Now, imagine that, but with like 500-700 frames. Not cool, is it? So in the end, all I can show to the class is how to add the attributes and shaders, and let them render it out at home or w/e. Because it sure as hell ain't gonna be feasible at college.

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