6 Comments

  1. Particle

    That’s amazing, I always wanted to learn this!
    Gonna give it a try now
    Thanks Christopher!

    Alvaro

  2. Hey Chris,

    I might be mistaken, but it seems to me that in this setup, where ropfetch retrieves opengl to create a preview, the entire simulation is calculated once again. And since it’s very fast, it goes unnoticed.
    It seems that for the preview, it would be better to load the cache in SOP specifying @wedgenum. Then opengl will use the calculated cache for rendering, rather than simulating everything again.

  3. I have a question about the ROP fetch > Frames and Batching > All Frames in One Batch/Frames Per Batch.
    “All Frames in One Batch” – This is used for simulations where each frame depends on the previous frame, and it is advantageous to keep everything in memory.
    You left this unticked and used 10 frames per patch. Shouldn’t this be enabled when Vellum indeed is a simulation and dependent on the previous frame?
    Could you please elaborate on this bit more? When should I enable this and when should I use “Frames per batch”, and how to decide how many frames are optimal?
    Thank you!

    • Hey! Rewatching this with ~5 years more experience: Yeah, I should’ve checked “All frames in one batch”. The option shown here should be used for animations that don’t depend on the previous frame. That being said, tops is still pretty good at keeping the right data in memory, so this is still working in this video.

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