ASS Files (.ass)

Ass Files created by Golaem Crowd (either from the Render Proxy or from the Simulation Exporter) defines how Arnold should handle the exported Simulation Caches and render them as Crowd Characters. Here's how those information are stored in the .ass file for the following example:

And the corresponding .ass file:

// Golaem Crowd character Uber Shader referenced in the @renderStats node
dso "glmCrowdArnoldPlugin.dll" declare frame constant FLOAT
frame 8
declare crowdFields constant STRING
crowdFields "crowdField1"
declare cacheName constant STRING
cacheName "render"
declare cacheFileDir constant STRING
cacheFileDir "N:/tests/export/render/cache"
declare characterFiles constant STRING
characterFiles "N:/assets/crowd/characters/crowdMan.gcha"
declare mBlurEnable constant INT
mBlurEnable 0
declare mBlurStart constant FLOAT
mBlurStart -0.5
declare mBlurWindowSize constant FLOAT
mBlurWindowSize 1
declare mBlurSamples constant INT
mBlurSamples 2
declare subdivParams constant STRING
subdivParams "0 0 0 0 0"
declare objectIDBase constant INT
objectIDBase 0
declare useBBox constant INT
useBBox 1
declare displayBBox constant INT
displayBBox 0
declare enableFrustumCulling constant INT
enableFrustumCulling 0
declare frustumMargin constant FLOAT
frustumMargin 10
declare cameraMargin constant FLOAT
cameraMargin 10
declare logLevel constant INT
logLevel 2


When generating the .ass file with the Arnold Render Proxy, all those attributes are filled automatically depending on the Proxy node attributes. As the Arnold Render Proxy is based on the Arnold Standin node; notice that the other options (primary visibility, casts shadows...) are handled automatically by the Standin mechanism. When generating the .ass with the Simulation Exporter, only the attributes listed in the tab are filled. The other attributes are created with their default value.

Notice that the Arnold Render Proxy and the Simulation Exporter both generates one .ass file per frame (each of them having a different value for the current frame to render).