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Krakatoa Sim
#5
I think i have to be a little bit more precise.

I want to simulate around 100 million particles with krakatoa to get a dense particle cloud to render in krakatoa.
Initially i setup a fume simulation which i am happy with so far. It is cached and used to drive the particles that i have to cache now.
For the next step i have to use krakatoa, since i have to cache these particles 100 times (100 x 1 million particles). I could now do this locally on my workstation, which would work, but i would have to wait for the sim to run 100 times. It would take very long and would also block my fume workstation license.

Now krakatoa has a special deadline submitter that caches the particles for you, either through mayabatch or mayacommand renderscripts. Now for this renderjob to work the fumeFX followfield has to be evaluated aswell. And at this point fumeFx fails to work.

Now your suggestion of caching these particles is exactly the problem i have. I do know that this workflow works perfectly fine with 3DS Max, but doesnt with Maya.

Maybe it has something to do with the fact that maya particles do not cache properly with the "Create Particle Cache" Option and a FumeFX Follow Field? On the other hand krakatoa basically steps through the frames and saves out its own caches after each frame.

I also tried nParticles, but again as soon as i try to simulate over the farm the Follow Field does not get evaluated.

Thats why i was also asking if the follow field would work at all on a machine without a license when running a mayabatch process. Krakatoa for example does not require licenses for the caching part.

It would be awesome if you guys could look into this, because it is quite important when using fumefx as a particle driver.

Thanks
Radoslaw
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