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Exactly same result everytime get rendered #120
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This can also generate clips of a same scene but in multiple cams. Just copy and paste key frames of physics seeds and reset the status of physics-controlled nodes. |
We have confirmed that PMM is capable of storing the seed of physics operations in keyframe units according to the specification, and we believe that this is something that should be implemented. However, this is a very low priority issue for the following reasons.
Also, we have no plan to support the use of strict floating point for the distribution, as we believe that those who need it should be given a compiler option to support it and custom build it. |
To add supplementary explanation of the current implementation of the seed value, it will be reset if it is played after stopping. On the other hand, when paused, there is no process to save the seed value and set it after resume, so there is no reproducibility. |
Is this still relevant? If so, what is blocking it? Is there anything you can do to help move it forward? This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. |
As we all know, we can't expect to have same result everytime a physics-enabled project is player/rendered in the original MMD. Sometimes it needsseveral times to get a video with least model glitchings, or tended to have specific glitchings.
Back to nanoem, I think it is necessaty to do some hackings on the randomizer in the physics engine, making it uses strict floating-point calculations to get rid of affection from different processors, and able to reset at runtime and use a seed regenerated and keeped in specific key frames. This make it possible to get the same result everytime the project is rendered/played, as everytime the key frame with a random seed is played, the randomizer is reset and uses the new seed inside the key frame, thus generates the same results from now on. Also, the seed could be regenerated several times until no model glitching happens.
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