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Recursive gpu caching is not saving the material definition for all objects

6 REPLIES 6
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Message 1 of 7
Anonymous
1094 Views, 6 Replies

Recursive gpu caching is not saving the material definition for all objects

Ref: https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2018/ENU/Maya-Man...

 

Maya Version: 2018.4

Platform: Windows 10

 

I have imported two gpu caches and objects in each cache have different material. I then selected the two gpuCache nodes and exported another gpuCache node. Upon importing the recursive gpuCache, the materials are not being displayed as expected.

 

 maya_forum_gpucache-issue.PNG

 

Any ideas what I am doing wrong or missing?

 

Thank you in advance.

 

Cheers,

Satish Goda

TD at Pearl  Studio LLC

6 REPLIES 6
Message 2 of 7
sean.heasley
in reply to: Anonymous

Hi @Anonymous

 

I just tried this and had no issues.

 

Did you delete history before exporting caching everything?

 

A quick fix you can try is deleting your settings/preferences.

 

Let me know if anything changes!

 

 

Message 3 of 7
Anonymous
in reply to: sean.heasley

Hi Sean.

 

Thank you for getting back to me. There was not construction history and i also removed the preferences before trying again. I am still having the same problem.

 

I am really blocked with this problem, as I am in the process of implementing a pipeline for modeling and previz.

Message 4 of 7
sean.heasley
in reply to: Anonymous

Hi @Anonymous

 

Can you possibly post a video of the steps you take for this?

 

I'd like to make sure you aren't missing anything and/or that there isn't anything different in our set ups as its hard to go forward with this when I can't reproduce the issue.

If you need a video capturing program, Screencast is a great option that we use here at Autodesk

 

 

Message 5 of 7
Anonymous
in reply to: sean.heasley

Hi Sean.

 

I was able to circumvent the issue after renaming the default shader names (and shading group names). So after renaming lambert2, lambert3 to something else (and their shading groups) I was able to solve the recursive gpu problem.

 

 

I am going to perform some more tests today. My test pipeline is structured as follows

 

Test1.ma (Cylinder with a material and gpu cache exported)

Test2.ma (Torus with a material and gpu cache exported)

Set1.ma (One instance of Cylinder cache and two instances of Torus caches imported and grouped. That group is gpu cached out)

Set2.ma (One instance of Cylinder cache and one instance of Torus caches imported and grouped. That group is gpu cached out)

Env1.ma (Two instances of Set1 cache and One instance of Set2 gpu cache imported, grouped and exported.)

Shot1.ma (Three instances of Env1 gpu cache imported)

 

I am going to perform some more tests and let you know how it goes.

 

Thank you,

Satish.

 

Message 6 of 7
sean.heasley
in reply to: Anonymous

Hi @Anonymous

 

Awesome work! Any changes with your other tests?

 

 

 

 

Message 7 of 7
Anonymous
in reply to: sean.heasley

Hi Sean.

 

Looks like we need to have unique material names across different assets. At publish time, we are prefixing name of the asset to that shader name (and shading group name) to circumvent the problem. With that, recursive gpu caches are working as expected.

 

So we can resolve this post. 🙂

 

Cheers,

Satish.

-----------------

Department TD

Pearl Studio LLC

https://www.pearlstudio.com/

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