drumboy354
drumboy354
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Mplay/mantra crash and error 2011年9月23日14:17
Hey Dageris, thanks for doing the self-investigation! I've JUST run into this problem.
I switched my rendering engine to Ray Tracing (instead of Micropolygon) and kept my raytraced shadows and I haven't gotten an error so far.
My renders are now 7 minutes in (of probably around 30 minutes or an hour) and it's going fine. There are definitely possibilities of this crashing later on but earlier my renders were crashing after 10 seconds.
For other people, I was getting the: R6025 - pure virtual function call error.
After getting that error I KEPT my rendering engine on Micropolygon but changed my shadows to Depth Map. However, I then got Error Code: -1072…. (whatever the rest of the numbers are).
So it seems switching my rendering engine to Ray Tracing fixed it. Although, I'm hoping that the renders aren't dramatically different (in look) than my micropolygon renders :-x!
I switched my rendering engine to Ray Tracing (instead of Micropolygon) and kept my raytraced shadows and I haven't gotten an error so far.
My renders are now 7 minutes in (of probably around 30 minutes or an hour) and it's going fine. There are definitely possibilities of this crashing later on but earlier my renders were crashing after 10 seconds.
For other people, I was getting the: R6025 - pure virtual function call error.
After getting that error I KEPT my rendering engine on Micropolygon but changed my shadows to Depth Map. However, I then got Error Code: -1072…. (whatever the rest of the numbers are).
So it seems switching my rendering engine to Ray Tracing fixed it. Although, I'm hoping that the renders aren't dramatically different (in look) than my micropolygon renders :-x!
Make Breakable on certain RBD 2011年9月8日13:22
Thanks for the response rafaels! I took the suggestions from you and one other post at odforce.
Unfortunately I don't see a “group mask” option for the voronoi fracture nodes in the autodopnet so I had to work around that.
Instead I just used “Grouped Dynamic Objects” on all objects BUT the one I wanted to fracture. Then I deleted that group, which isolated the one piece I wanted to fracture.
Seems to work alright. Thanks for the help!
Unfortunately I don't see a “group mask” option for the voronoi fracture nodes in the autodopnet so I had to work around that.
Instead I just used “Grouped Dynamic Objects” on all objects BUT the one I wanted to fracture. Then I deleted that group, which isolated the one piece I wanted to fracture.
Seems to work alright. Thanks for the help!
Make Breakable on certain RBD 2011年9月8日4:09
Hello!
So here's my problem. I have a pre-fractured wall. What I would like to do is be able to pick one piece from this fractured wall and fracture it dynamically again with the “Make Breakable” tool. At first, before looking at the tool, I thought I'd be able to just select that piece and click the “Make Breakable” button and it would just work on THAT piece (because I have the wall falling a certain way or else I'd just simulate that ONE object separately). But unfortunately, it still does the dynamic fracturing on the ENTIRE wall.
Anybody have any ideas on how to do this? Thanks for any help!
So here's my problem. I have a pre-fractured wall. What I would like to do is be able to pick one piece from this fractured wall and fracture it dynamically again with the “Make Breakable” tool. At first, before looking at the tool, I thought I'd be able to just select that piece and click the “Make Breakable” button and it would just work on THAT piece (because I have the wall falling a certain way or else I'd just simulate that ONE object separately). But unfortunately, it still does the dynamic fracturing on the ENTIRE wall.
Anybody have any ideas on how to do this? Thanks for any help!