04-24-2014, 08:50 PM
Very similar issues to that of the particle follow logged earlier this week:
1) Caches - 'ffxParticle1' seems to be a regular particle system. So I do a Solvers>Create Particle Disk Cache
I get a 'sorta result' which is not correct compared to what the original playback is. I get different results depending on where in the timeline I start the cache from. So maya render batch aka rendering a sequence-is an issue.
2) Refresh if Fume Grid hidden. Playback of particles turns 'dead' if you simply hide the dependent Fume grid.
Which has me asking-if i wanted to render the result (independently of the FumeFX) i wonder if i could as it stands (in 3.5.2).
-I cannot cache it (properly).
-i cannot isolate it (for rendering) from the dependent fume grid.
Could FumeFX Particle Emitter generate an *nparticle* result instead? I think the cacheing might work better. Easier to manage in a scene too (Maya's legacy particle cacheing is a bit *idiotic* as soon as you have need of multiple particle FX in a given scene).
1) Caches - 'ffxParticle1' seems to be a regular particle system. So I do a Solvers>Create Particle Disk Cache
I get a 'sorta result' which is not correct compared to what the original playback is. I get different results depending on where in the timeline I start the cache from. So maya render batch aka rendering a sequence-is an issue.
2) Refresh if Fume Grid hidden. Playback of particles turns 'dead' if you simply hide the dependent Fume grid.
Which has me asking-if i wanted to render the result (independently of the FumeFX) i wonder if i could as it stands (in 3.5.2).
-I cannot cache it (properly).
-i cannot isolate it (for rendering) from the dependent fume grid.
Could FumeFX Particle Emitter generate an *nparticle* result instead? I think the cacheing might work better. Easier to manage in a scene too (Maya's legacy particle cacheing is a bit *idiotic* as soon as you have need of multiple particle FX in a given scene).

