Simulate MPM among a properties value set & show their value in render

Simulate MPM among a properties value set & show their value in render

davide445
Advocate Advocate
559 Views
4 Replies
Message 1 of 5

Simulate MPM among a properties value set & show their value in render

davide445
Advocate
Advocate

Want to automate the run a set of MPM sim based on a pre-defined set of values for some of his source_mpm properties.

 

I suppose is possibile in some way to define a matrix with in the vectors the different values for every run, but wondering if there is any better way to achieve this (i.e. the "set_particles" or "set_property_any_node").

 

Also since every run does have different parameters didn't find a way to simply print these parameters value in a legend in the render.

0 Likes
Accepted solutions (1)
560 Views
4 Replies
Replies (4)
Message 2 of 5

morten.bojsen-hansen
Autodesk
Autodesk

Am I right in my understanding that you basically want an easy way to run a "wedge" on a certain parameter?

0 Likes
Message 3 of 5

davide445
Advocate
Advocate

Yes for this run, to calibrate the properties values for some specific kind of snow.

So needing to explore different values for various properties, looking up at the result.

0 Likes
Message 4 of 5

davide445
Advocate
Advocate

@morten.bojsen-hansenregarding the possibility to have automatically multiple runs with different start parameters, a better path will be to read them from an external file, or some internal structure will be better.

About printing them in the render will be good to know for a start if this is supported or in fact I will need to encode them in the file name

0 Likes
Message 5 of 5

morten.bojsen-hansen
Autodesk
Autodesk
Accepted solution

@davide445 , I don't believe Bifrost supports "wedging" natively, although you could probably make something easily using bifcmd (a terminal-based program to run Bifrost graphs in batch, which is able to vary input parameters). That won't take care of rendering, however. It's possible to render a Bifrost graph directly with Arnold's "kick" so you might want to look into that. As for overlaying text on your render, I'm not sure - you'll have to look into the documentation of your renderer unless you want to use this. I know this is not a perfect answer, but it might be the best we can do until we support wedging natively.