- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report
Hello,
We’re integrating XGen via XGenRenderAPI for our own renderer. Parsing works, but when artists edit XGen parameters and we re-parse in the same Maya session, XGen emits repeated errors:
“clumping guide ID larger than number in xuv file”
Deleting .xuv before parse avoids the error. In Arnold, when caches are stale, we see:
[xgen] Batch mode tests failed! proceeding with Xgeneration... using live scene data
— which appears to force a “live scene data” path and avoids stale clump caches.
What we’re doing:
auto* patch = XGenRenderAPI::PatchRenderer::init(&cb, cmd.c_str());
auto* par = XGenRenderAPI::ParallelRenderer::init(patch);
cb implements ProceduralCallbacks (flush/log/get* etc.). Even with an empty flush(), the stale .xuv issue persists unless we delete them first.
The question is:
How to trigger “live scene data” reliably from a third-party renderer? Is there a documented cmd string or flag for PatchRenderer::init(...) to bypass batch caches and use live scene data (like MtoA’s fallback), or is the intended approach to fail batch validation and let XGen switch internally?
- Best-practice cache handling: What is Autodesk’s recommended approach to avoid clump ID desync without deleting user .xuv maps? For example, does XGen provide a supported API call to regenerate clumping maps programmatically or to redirect the clump “Points Dir” per-parse to an isolated location?
Thank you very much.
Solved! Go to Solution.