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Cache/Bake Voronoi Fracture?
Posted by Rob Mason on November 3, 2018 at 8:45 pmI have been searching everywhere for an answer to this. I have an object that has a 5000 Point Amount that is impossible to preview without rendering (which is also an eternity.
I’ve tried to use Point Cache, but when I hit “Store” nothing happens. There are no dynamics being used, so baking any dynamics is out of the question.
Anyone have any tips?
Rob Mason replied 7 years, 5 months ago 2 Members · 9 Replies -
9 Replies
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Brian Jones
November 4, 2018 at 4:30 amMograph Cache tag? though I am not sure if that’s what you are after..
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Rob Mason
November 4, 2018 at 5:28 pmI tried the Mograph Cache and it won’t play back. Tried backing to file and internally…no luck.
I have only one deformer being used and applied the cache to the parent (voronoi fracture). Not sure what I am doing wrong here. When I click “Bake” it is clearly baking, and takes a long time. But I cannot play back anything.
I am doing this wrong?
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Brian Jones
November 4, 2018 at 9:18 pmthat’s the method but it’s really designed so you can scrub backwards and forwards (or jump to frames directly) through sequences that otherwise have to be calculated frame by frame or they don’t work right (eg. dynamics). With a
deformer/effector you can already do that so the mograph cache isn’t really doing you any good. I’d have to guess you don’t have a fast enough machine to handle what you want quickly. What do you mean by “5000 point amount”? If that’s vertexes in an object that’s not high, if you mean your Voronoi Fracture has a source with 5000 points that’s a bunch but not a whole bunch (unless you have Detailing on – but you could turn off Activate in Viewport) – or do you mean something else? What are you running this on? -
Rob Mason
November 6, 2018 at 2:22 am5000 points for the Voronoi Fracture.
No dynamics being used, and simple textures.
Running on:
Cinema 4D R18
Windows 10
INtel i7-5930K
3.50 GHz
32.0 GB RAM
x64
GeForce GTX 970 -
Rob Mason
November 13, 2018 at 2:41 amStill haven’t found a viable solution for this issue.
The Mograph Cache does help somewhat during scrub-thru, but it’s still very laggy and useless in my case.
Any other ideas would be greatly appreciated.
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Brian Jones
November 13, 2018 at 10:24 pmit’s hard to tell but in breaking up a cube with tons of subdivisions with a Voronoi Fracture with a source with 5000 points I was getting pretty good speed until I turned on detailing. I’ve got a threadripper which is about the same speed as your CPU (single core) but I do have a 1080 so maybe that’s where the difference is, unless your object is, in some way, complex enough to be slowing the process.
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