RE: CLSID error and XSI base

2012-09-17 Thread Matt Lind
Yes, I tried it, but it's not as easy as that.

In the case of shaders, not only do you need the GUID of the shader, but also 
the GUID of each and every parameter of that shader as it's the parameter GUIDs 
that Softimage stores to remember a shader's connections within the rendertree. 
 You also need a functioning .dll so when Softimage parses the .spdl on startup 
it'll try to execute/load the .dll that it points to.  The .dll  can be a dummy 
that simply returns true or false, but it has to function within the API 
framework and return the data types declared by the shader.

Now that Softimage (as of 2011) has moved to shader defs using parameter names 
instead of GUIDs, I'm not sure how relevant this is anymore.  Or at least, for 
new scenes created from scratch.

Matt




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Amaan Akram
Sent: Saturday, September 15, 2012 12:31 AM
To: softimage@listproc.autodesk.com
Subject: Re: CLSID error and XSI base

I wonder what would happen if you were to create a dummy SPDL in a workgroup 
and give it the GUID of the missing one that is making XSI fail to load a 
scene. Never tried, but often wondered... did anyone ever try this?
On 15 September 2012 02:39, Matt Lind 
ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote:
Pure guess:

Not sure if still the case, but early versions of XSI used GUIDs to identify 
objects, plugins, etc...  Kind of like using an ID to look up a record in a 
database table.  Problem is when the item being looked up is not installed, 
there's no available information to determine what it was or how it fit into 
the larger scope of the data.  I'm also guessing much of the data was stored in 
data structures like graphs to represent the scene data which would imply you 
need to have a valid object before you can get the next object.  Example: you 
would need a valid shader to know which other shaders were connected to it's 
inputs as each shader parameter has it's own GUID.  If the shader is not 
installed, then the GUID would point to a missing record which in turn means 
other locally connected items couldn't be retrieved either.  If relationships 
are complicated enough, it might not be possible to clean up the scene.

I think that is some of the reason why the self installing plugin architecture 
was written as well as converting from GUIDs to parameter names for ICE 
attributes and shaders in recent releases.

Matt




From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Andreas Bystrom
Sent: Friday, September 14, 2012 6:20 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: CLSID error and XSI base

while on the subject, what's the reason that xsi has always handled this case 
so poorly? a missing plugin would always render the scene non-functional but 
having xsi clean up and basically destroy the scene just because a plugin is 
missing or even a different version was installed isn't terrific.



On Sat, Sep 15, 2012 at 3:49 AM, Ben Rogall 
xsi_l...@shaders.moederogall.commailto:xsi_l...@shaders.moederogall.com 
wrote:
The original is here:
http://shaders.moederogall.com/

Haven't touched that page in a long time.

Ben


On 9/14/2012 10:27 AM, Luc-Eric Rousseau wrote:
it sounds like it; the clsid probably changed in the process.  I could
find zbumb for xsi with google search.. it shouldn't be too hard

On Fri, Sep 14, 2012 at 10:44 AM, Eric Thivierge 
ethivie...@gmail.commailto:ethivie...@gmail.com wrote:
If I remember correctly zbump was integrated as the default bump shader a
while back. Am I correct Luc-Eric?


Eric Thivierge
http://www.ethivierge.com




--
Andreas Byström
Lighting TD - Weta Digital



--
3D Artist/TD @ The Mill, London
http://www.amaanakram.com



Re: CLSID error and XSI base

2012-09-15 Thread Amaan Akram
I wonder what would happen if you were to create a dummy SPDL in a
workgroup and give it the GUID of the missing one that is making XSI fail
to load a scene. Never tried, but often wondered... did anyone ever try
this?

On 15 September 2012 02:39, Matt Lind ml...@carbinestudios.com wrote:

 Pure guess:

 ** **

 Not sure if still the case, but early versions of XSI used GUIDs to
 identify objects, plugins, etc…  Kind of like using an ID to look up a
 record in a database table.  Problem is when the item being looked up is
 not installed, there’s no available information to determine what it was or
 how it fit into the larger scope of the data.  I’m also guessing much of
 the data was stored in data structures like graphs to represent the scene
 data which would imply you need to have a valid object before you can get
 the next object.  Example: you would need a valid shader to know which
 other shaders were connected to it’s inputs as each shader parameter has
 it’s own GUID.  If the shader is not installed, then the GUID would point
 to a missing record which in turn means other locally connected items
 couldn’t be retrieved either.  If relationships are complicated enough, it
 might not be possible to clean up the scene.

 ** **

 I think that is some of the reason why the self installing plugin
 architecture was written as well as converting from GUIDs to parameter
 names for ICE attributes and shaders in recent releases.

 ** **

 Matt

 ** **

 ** **

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Andreas Bystrom
 *Sent:* Friday, September 14, 2012 6:20 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: CLSID error and XSI base

 ** **

 while on the subject, what's the reason that xsi has always handled this
 case so poorly? a missing plugin would always render the scene
 non-functional but having xsi clean up and basically destroy the scene just
 because a plugin is missing or even a different version was installed isn't
 terrific.




 

 On Sat, Sep 15, 2012 at 3:49 AM, Ben Rogall 
 xsi_l...@shaders.moederogall.com wrote:

 The original is here:
 http://shaders.moederogall.com/

 Haven't touched that page in a long time.

 Ben



 On 9/14/2012 10:27 AM, Luc-Eric Rousseau wrote:

 it sounds like it; the clsid probably changed in the process.  I could
 find zbumb for xsi with google search.. it shouldn't be too hard

 On Fri, Sep 14, 2012 at 10:44 AM, Eric Thivierge ethivie...@gmail.com
 wrote:

 If I remember correctly zbump was integrated as the default bump shader a
 while back. Am I correct Luc-Eric?

 
 Eric Thivierge
 http://www.ethivierge.com

 ** **




 --
 Andreas Byström
 Lighting TD - Weta Digital




-- 
3D Artist/TD @ The Mill, London
http://www.amaanakram.com


Re: CLSID error and XSI base

2012-09-14 Thread Eric Thivierge
If I remember correctly zbump was integrated as the default bump shader a
while back. Am I correct Luc-Eric?


Eric Thivierge
http://www.ethivierge.com


On Sat, Sep 15, 2012 at 12:41 AM, Matt Lowery ma...@glassworks.co.ukwrote:

  Fantastic! Thanks Luc- Eric!

 s anyone got zbump lying around?




 hehe, just kidding I'm sure I'll find it.




 On 14/09/2012 15:31, Luc-Eric Rousseau wrote:

 that thread says zbump shader

 On Friday, September 14, 2012, Matt Lowery wrote:

 Hi all,

 I have this error when I try and open an old scene

 CLSID\{9AFA7C59-35C8-4FEO-A23A-B3FA2A177614}

 So I google the error and I get a hit from xsi base. A tantilizing hit as
 it hints at knowing which shader/ plug in is missing, bit of course I can't
 got to xsi base becasue of the stupid malware issue. DOH!

 I've been through the list on the old xsi wiki and I can't find this
 CLSID error on there.

 So my question is... does anyone by chance know what this error is
 looking for? Can anyone actually get onto xsibase.com?

 Any help greatly appreciated.

 m@





Re: CLSID error and XSI base

2012-09-14 Thread Luc-Eric Rousseau
it sounds like it; the clsid probably changed in the process.  I could
find zbumb for xsi with google search.. it shouldn't be too hard

On Fri, Sep 14, 2012 at 10:44 AM, Eric Thivierge ethivie...@gmail.com wrote:
 If I remember correctly zbump was integrated as the default bump shader a
 while back. Am I correct Luc-Eric?

 
 Eric Thivierge
 http://www.ethivierge.com


Re: CLSID error and XSI base

2012-09-14 Thread Ben Rogall

The original is here:
http://shaders.moederogall.com/

Haven't touched that page in a long time.

Ben

On 9/14/2012 10:27 AM, Luc-Eric Rousseau wrote:

it sounds like it; the clsid probably changed in the process.  I could
find zbumb for xsi with google search.. it shouldn't be too hard

On Fri, Sep 14, 2012 at 10:44 AM, Eric Thivierge ethivie...@gmail.com wrote:

If I remember correctly zbump was integrated as the default bump shader a
while back. Am I correct Luc-Eric?


Eric Thivierge
http://www.ethivierge.com




Re: CLSID error and XSI base

2012-09-14 Thread Andreas Bystrom
while on the subject, what's the reason that xsi has always handled this
case so poorly? a missing plugin would always render the scene
non-functional but having xsi clean up and basically destroy the scene just
because a plugin is missing or even a different version was installed isn't
terrific.





On Sat, Sep 15, 2012 at 3:49 AM, Ben Rogall 
xsi_l...@shaders.moederogall.com wrote:

 The original is here:
 http://shaders.moederogall.**com/ http://shaders.moederogall.com/

 Haven't touched that page in a long time.

 Ben


 On 9/14/2012 10:27 AM, Luc-Eric Rousseau wrote:

 it sounds like it; the clsid probably changed in the process.  I could
 find zbumb for xsi with google search.. it shouldn't be too hard

 On Fri, Sep 14, 2012 at 10:44 AM, Eric Thivierge ethivie...@gmail.com
 wrote:

 If I remember correctly zbump was integrated as the default bump shader a
 while back. Am I correct Luc-Eric?

 --**--
 Eric Thivierge
 http://www.ethivierge.com





-- 
Andreas Byström
Lighting TD - Weta Digital


Re: CLSID error and XSI base

2012-09-14 Thread Sylvain Lebeau
Glad you are still 
interested in XSI Andreas!!
It's been a while we dont see you here since you have this uber ultimate
 automatised maya/renderman pipeline in your hands!

Always happy to see you around bro!!
Let's chat soon, i got new music that you may like!

and yes you are right... the clean up can be very problematic... 

sly



   	   
   	Andreas Bystrom  
  Friday, September
 14, 2012 9:19 PM
  while on the subject, what's 
the reason that xsi has always handled this case so poorly? a missing 
plugin would always render the scene non-functional but having xsi clean
 up and basically destroy the scene just because a plugin is missing or 
even a different version was installed isn't terrific.
-- Andreas BystrmLighting
 TD - Weta Digital


  
   	   
   	Ben Rogall  
  Friday, September
 14, 2012 11:49 AM
  The original is here:
http://shaders.moederogall.com/

Haven't touched that page in a long time.

Ben



   	   
   	Luc-Eric Rousseau  
  Friday, September
 14, 2012 11:27 AM
  it sounds like it; the 
clsid probably changed in the process.  I couldfind zbumb for xsi 
with google search.. it shouldn't be too hard
   	   
   	Eric Thivierge  
  Friday, September
 14, 2012 10:44 AM
  If I remember correctly zbump 
was integrated as the default bump shader a while back. Am I correct 
Luc-Eric?Eric
 Thiviergehttp://www.ethivierge.com




  
   	   
   	Matt Lowery  
  Friday, September
 14, 2012 10:41 AM
  
  

  
Fantastic! Thanks Luc- Eric!
  
  s anyone got zbump lying around? 
  
  
  
  
  hehe, just kidding I'm sure I'll find it.
  
  
  
  On 14/09/2012 15:31, Luc-Eric Rousseau wrote:



  


-- Sylvain
Lebeau // SHED
V-P/Visual

 effects
supervisor
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