Storing an Animation in PD Howler 9.2 [Commercial]

staigermanstaigerman Posts: 236
edited December 1969 in Daz PA Commercial Products

Howler 9.2 is about to be released and will be here on Daz very soon. If you already have v9.1 tis will be a free update.

One of the recently added features that improve the workflow is the ability to store an animation, either in memory or on disk. Here's a tutorial that shows an example use for it, when working with animated frame sequences in Puppy Ray GPU.

http://youtu.be/us2Q3FR6P0A

Using the GPU-enabled ray tracer has its challenges when creating animations and changing the various parameters to keyframe them. The moment you set a keyframe, it can render that frame, even when just changing a parameter or scrubbing through the timeline in Puppy Ray GPU, especially when the option is enabled to render each frame, i.e. the height map is expected to be animated itself.

Here's a way to improve the results of the final render by using Store Animation as part of your workflow. You can of course use Animation-Save... to quickly save it as a DWA file, which is easy and fast to Load again, but Store Animation is a bit easier to access especially wen it comes to restoring it later, as it won't ask you to navigate to a folder to pick the file.

This tutorial shows how you can have an animation stored, in memory or on disk (in Dogwaffle's temp folder). You can prepare and set the key frames for Puppy Ray GPU, then quit Puppy Ray GPU, restore the animation, and re-enter Puppy Ray GPU and start rendering without further scrubbing through the current keyframes. That will leave most frames untouched and reacdy for final render. Only the first frame will be corrupted. That's because the GPU version immediately renders it when you enter Puppy Ray GPU. If you then start rendering the animation, it will also render that first frame again, on itself. But all other frames will be untouched and ready for final render.

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