Re: Fwd: very slow skip frame

2015-03-26 Thread Ales Dlabac
Yes you are right with difference between viewport skip and render skip
what we are dealing with is the rendering skip.

it's is happening on renderfarm and as well as in local GUI session.
There's no simulation just non simulated ice tree, our findings so far
showing us that if we delete part of the scene objects than it will gain
some speed back but doesn't matter which part.
 In other words there isn't particular object which is causing the slowdown
only amount of objects. We are using Arnold and we tried to replace some
geometry with ass standins, this helped a little. We also suspected udims
textures from confusing XSI as not existing texture paths but with no luck.
Regarding network traffic overload even if we removed all external
resources like textures from scene it didn't help. Removing overrides from
partitions had biggest performance gain so far. We keep searching.







On Wed, Mar 25, 2015 at 1:37 PM, pete...@skynet.be wrote:

   just a few stabs in the dark:

 is this on renderfarm / using a rendermanager?

 is there any simulations (not just ice, also syflex...) ?
 if so, any chance that the caches aren’t working and it’s simulating – on
 each machine?
 lot’s of huge textures or other data from a shared server that isn’t up to
 the task?
 how is the pre-render time?

 there is a big difference between skipping frames in the viewport and
 skipping frames while rendering – which is: rendering. so any render
 related slowness could be misinterpreted as frame skipping slowness?

 when rendering with skip frames, machines have to verify if each frame
 exists, or at least the placeholder 10kb file – normally that’s not a big
 deal but with heavy load on server (many people doing 3d, compositing, with
 textures and caches on the same server) things that are usually fast can
 become a hindrance – such as finding a 10kb file while someone else is
 copypasting 2TB of data. a rendermanager on a separate server than the
 fileserver(s) can help in distributing the rendertasks without needing to
 verify if data exists on the server
 ...


  *From:* Ales Dlabac adla...@gmail.com
 *Sent:* Wednesday, March 25, 2015 11:11 AM
 *To:* softimage softimage@listproc.autodesk.com
 *Subject:* Fwd: very slow skip frame




   Hi,

 we are experiencing huge slowdown when we have active frame skip in render
 pass. Normally in simple scene frame skip occurs immediately but for
 unknown reason our specific scenes takes up to10mins to skip one existing
 frame. If you play the scene frame changes almost immediately, there is not
 any slow cache reading or similar thing.

 Have anybody idea what it can be?

 Thank you.

 AD




[OT][AE+Deadline] rendering breaks on AEGP Plugin PNGIO Support: PNGIO library error: buffer error

2015-03-26 Thread christian
hello
and sorry for the OT, but somehow there doesn't seem to be much info out on
the net regarding similiar things...

when using deadling to render an after effects comp, some of our blades
will randomly throw an error and finish their task.. its never the same
machine, also never the same frame, meaning if you requeue the task on the
same blade it will then render just fine, so we can never pinpoint if its a
certain plugin/configuration/etcwhatahaveyou..

more annoying it will show up as an error in the task log file, but not in
the deadline monitor, meaning it will show your job as 100% finished with
zero errors, yet when you load your rendered pictures in, you suddenly get
12 frames missing from this sequence stuff..

comps themselves are nothing too heavy usually apart from resolution (like
12k x 1k or 6k x 4k) and often just use standard AE plugins with maybe some
trapcode stuff on top..

here the paste from the log..

0: STDOUT: INFO:After Effects: AEGP Plugin PNGIO Support: PNGIO library
error: buffer error

0: STDOUT: INFO:After Effects: AEGP Plugin PNGIO Support: Unable to create
PNGIO.

0: STDOUT: PROGRESS: 25.03.2015 18:00:17: Finished composition Final .

0: STDOUT: PROGRESS: Total Time Elapsed: 3 Min, 10 Sec

0: STDOUT: WARNING:After Effects warning: logged 2 errors, please check
log. First error was AEGP Plugin PNGIO Support: PNGIO library error: buffer
error (5027 :: 12)

0: STDOUT: _glmFindMaterial(): can't find material None.

0: STDOUT: LoadLibrary n failed!

0: STDOUT: LoadLibrary n failed!

0: INFO: Process exit code: 0


thanks for any pointers...


Re: Non-interpolated Strand rendering in Arnold

2015-03-26 Thread Tim Borgmann
Maybe the Resample Strands Once compound from the emTools collection 
(from Eric) could help you.


Tim


Hello there,

So yeah I'm sorry as this is more of a SITOA related question, but 
unfortunately neither do I have an active sub to the Arnold ML nor 
have I really enough time to register / post / wait for an answer.. 
Not even sure I can actually sub with me being just en employee. 
I'll try but in the meantime it doesn't hurt too much asking here !


As the title suggest, I'm trying to find a way to force Arnold into 
rendering non-interpolated strands, the same way we can render 
linear strands with either the Segment shape or the shaperesolutionV 
attribute in Mental Ray.


For a while now I've been downgrading to MR for this kind of things 
but I'd rather be able to do everything with Arnold once and for all. 
It's a pain being forced to adapt lights and shaders everytime I need 
one single pass of strands ;)


Thanks if you can direct me in the right direction !

Olivier




Re: Non-interpolated Strand rendering in Arnold

2015-03-26 Thread Stephen Blair
Most customers have their own Solid Angle account and can subscribe their
employees to the mailing lists.

You can force linear interpolation by adding basis linear to a user
options property. However, that doesn't support a varying radius along the
strands length.

On Thu, Mar 26, 2015 at 6:02 AM, Olivier Colchen wolr...@gmail.com wrote:

 Hello there,

 So yeah I'm sorry as this is more of a SITOA related question, but
 unfortunately neither do I have an active sub to the Arnold ML nor have I
 really enough time to register / post / wait for an answer.. Not even sure
 I can actually sub with me being just en employee. I'll try but in the
 meantime it doesn't hurt too much asking here !

 As the title suggest, I'm trying to find a way to force Arnold into
 rendering non-interpolated strands, the same way we can render linear
 strands with either the Segment shape or the shaperesolutionV attribute in
 Mental Ray.

 For a while now I've been downgrading to MR for this kind of things but
 I'd rather be able to do everything with Arnold once and for all. It's a
 pain being forced to adapt lights and shaders everytime I need one single
 pass of strands ;)

 Thanks if you can direct me in the right direction !

 Olivier



Non-interpolated Strand rendering in Arnold

2015-03-26 Thread Olivier Colchen
Hello there,

So yeah I'm sorry as this is more of a SITOA related question, but
unfortunately neither do I have an active sub to the Arnold ML nor have I
really enough time to register / post / wait for an answer.. Not even sure
I can actually sub with me being just en employee. I'll try but in the
meantime it doesn't hurt too much asking here !

As the title suggest, I'm trying to find a way to force Arnold into
rendering non-interpolated strands, the same way we can render linear
strands with either the Segment shape or the shaperesolutionV attribute in
Mental Ray.

For a while now I've been downgrading to MR for this kind of things but I'd
rather be able to do everything with Arnold once and for all. It's a pain
being forced to adapt lights and shaders everytime I need one single pass
of strands ;)

Thanks if you can direct me in the right direction !

Olivier


RE: [OT][AE+Deadline] rendering breaks on AEGP Plugin PNGIO Support:PNGIO library error: buffer error

2015-03-26 Thread adrian wyer
have your comps got repeat-tile or motion tile effects, we had similar probs
(thought not with deadline) when rendering comps that had supported hi rez
images (2 px wide)

but that were then mirrored, it was an image plane/buffering thing, but
reported errors as image IO problems

 

solution was to cut layers into smaller tiles

 

a

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of christian
Sent: 26 March 2015 10:10
To: XSILIST
Subject: [OT][AE+Deadline] rendering breaks on AEGP Plugin PNGIO
Support:PNGIO library error: buffer error

 

hello 
and sorry for the OT, but somehow there doesn't seem to be much info out on
the net regarding similiar things...

when using deadling to render an after effects comp, some of our blades will
randomly throw an error and finish their task.. its never the same machine,
also never the same frame, meaning if you requeue the task on the same blade
it will then render just fine, so we can never pinpoint if its a certain
plugin/configuration/etcwhatahaveyou..

more annoying it will show up as an error in the task log file, but not in
the deadline monitor, meaning it will show your job as 100% finished with
zero errors, yet when you load your rendered pictures in, you suddenly get
12 frames missing from this sequence stuff..

comps themselves are nothing too heavy usually apart from resolution (like
12k x 1k or 6k x 4k) and often just use standard AE plugins with maybe some
trapcode stuff on top..

here the paste from the log..

0: STDOUT: INFO:After Effects: AEGP Plugin PNGIO Support: PNGIO library
error: buffer error

0: STDOUT: INFO:After Effects: AEGP Plugin PNGIO Support: Unable to create
PNGIO.

0: STDOUT: PROGRESS: 25.03.2015 18:00:17: Finished composition Final .

0: STDOUT: PROGRESS: Total Time Elapsed: 3 Min, 10 Sec

0: STDOUT: WARNING:After Effects warning: logged 2 errors, please check log.
First error was AEGP Plugin PNGIO Support: PNGIO library error: buffer error
(5027 :: 12) 

0: STDOUT: _glmFindMaterial(): can't find material None.

0: STDOUT: LoadLibrary n failed!

0: STDOUT: LoadLibrary n failed!

0: INFO: Process exit code: 0

 

thanks for any pointers...

 



Re: Fwd: very slow skip frame

2015-03-26 Thread Jason S

  
  
You say it also does it through the
  GUI, so what does the verbose (in high detail) say,
  
  you could also make all assets local (copy external files),
  render, and check "Sysintenals Process Monitor" what is being or
  being-tried to be accessed, and what transfer activity is
  hapenning/not hapenning
  
  You could also try ::
  Delete one half, render, then reload and delete the other half and
  render again see if there is a difference
  
  - Or incrementally delete elements by type/complexity (starting
  with stuff with ice trees, rigs and such) see if theres a
  "step-up" in frame skipping.
  
  - Also the ususal  Importing in a new scene almost goes
  without saying. 
  
  Then call us in the morning :)
  (to let us know your findings)
  
  On 03/26/15 4:16, Ales Dlabac wrote:


  

  Yes you are right with difference between viewport skip
and render skip what we are dealing with is the rendering
skip.
  
  
it's is happening on renderfarm and as well as in local GUI
session. There's no simulation just non simulated ice tree,
our findings so far showing us that if we delete part of the
scene objects than it will gain some speed back but doesn't
matter which part.
  
   In other words there isn't particular object which is causing
  the slowdown only amount of objects. We are using Arnold and
  we tried to replace some geometry with ass standins, this
  helped a little. We also suspected udims textures from
  confusing XSI as not existing texture paths but with no luck.
  Regarding network traffic overload even if we removed all
  external resources like textures from scene it didn't help.
  Removing overrides from partitions had biggest performance
  gain so far. We keep searching.
  


  
  




  
  
On Wed, Mar 25, 2015 at 1:37 PM, pete...@skynet.be
  wrote:
  

  

  just a few stabs in the dark:
   
  is this on renderfarm / using a rendermanager?
   
  is there any simulations (not just ice, also
syflex...) ? 
  if so, any chance that the caches aren’t working
and it’s simulating – on each machine?
  lot’s of huge textures or other data from a
shared server that isn’t up to the task?
  how is the pre-render time?
   
  there is a big difference between skipping frames
in the viewport and skipping frames while rendering
– which is: rendering. so any render related
slowness could be misinterpreted as frame skipping
slowness?
   
  when rendering with skip frames, machines have to
verify if each frame exists, or at least the
placeholder 10kb file – normally that’s not a big
deal but with heavy load on server (many people
doing 3d, compositing, with textures and caches on
the same server) things that are usually fast can
become a hindrance – such as finding a 10kb file
while someone else is copypasting 2TB of data. a
rendermanager on a separate server than the
fileserver(s) can help in distributing the
rendertasks without needing to verify if data exists
on the server
  ...
   
  

   
  
From: Ales Dlabac 
Sent: Wednesday, March 25, 2015
  11:11 AM
To: softimage 
Subject: Fwd: very slow skip frame
  

 
  
  

  

   
  


  

  
Hi,
  

we are experiencing huge slowdown
when we have active frame skip in
render pass. Normally 

Re: Just sharing : ICC 2015

2015-03-26 Thread Tenshi S.
Holy Sheeet!
This is amazing! Great use of strands there. Softimage smiles to the
community again.

On Thu, Mar 26, 2015 at 9:56 AM, Olivier Colchen wolr...@gmail.com wrote:

 Hey,

 Just sharing our latest and probably last big Softimage production here
 in Mathematic, Paris, France.

 https://vimeo.com/121486534 ( Director's cut )
 https://vimeo.com/121821635

 Everything was done in SI, except keyframed animation in Maya, no mocap (
 which is ironic since most of the time SI is primarily used for animating
 things ).

 I was in charge of most of the technical aspects as well as all the VFX.
 Anthony LYANT was in charge of most of the shading, lighting, rendering.
 Patrick LOUISE-ALEXANDRINE did the stadium rig and attended to every
 little things Tony and I were too busy to do.
 I also worked on the competition to win the project with director
 Sebastien CANNONE. This here is his Director's cut, I am unable to find the
 regular version I saw last before my contract ended. Not sure what the
 second link is supposed to be, really.

 Total time : a little more than a month, with almost no SI pipeline so we
 had to think and put one together, fast ;)
 Render engine was Arnold.

 Hope you like it. I can't shake the feeling that this is my Softimage swan
 song, despite working on a few other minor things right now using SI...

 Olivier



Re: Will there be an SP2 for Softimage 2015?

2015-03-26 Thread Tenshi S.
who can? xD

Anyway, so there's no news about a good definitely SP2 version coming out
this year.
It's so hard for AD to ask SI developers to include and fix everything they
can and give SI a proper end? That at least would clear their names. (just
a little.)

On Wed, Mar 25, 2015 at 2:45 PM, Mirko Jankovic mirkoj.anima...@gmail.com
wrote:

 Sry for the tone but still not over it... Cant help it
 On Mar 25, 2015 8:45 PM, Mirko Jankovic mirkoj.anima...@gmail.com
 wrote:

 Well for max maya and other crap ;) hardly for si
 On Mar 25, 2015 8:42 PM, Sven Constable sixsi_l...@imagefront.de
 wrote:

 I don't know. It's quite some time before Feb 2016. ADSK should fill it
 with something useful.



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Mirko Jankovic
 *Sent:* Wednesday, March 25, 2015 5:03 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Will there be an SP2 for Softimage 2015?



 bet is that probably wont be one at all. AD didn't really look at SI
 even when it wasn't completly killed, you really think they will spend a
 single sec more on it :P



 On Wed, Mar 25, 2015 at 4:58 PM, Nuno Conceicao 
 nunoalexconcei...@gmail.com wrote:

 Last Service Pack they solved only 9 bugs,my bet on the next one is just
 3...



 On Wed, Mar 25, 2015 at 9:18 AM, Mario Reitbauer 
 cont...@marioreitbauer.at wrote:

 I would say that that is a subjective feeling ;)



 2015-03-24 19:57 GMT+01:00 Tenshi S. tenshu...@gmail.com:

 Hi Maurice.,

 Can you confirm if there will be an SP2 for Softimage 2015? Most of the
 times the SP2 are the best out there to work in production.



 On Tue, Mar 24, 2015 at 9:18 AM, Maurice Patel 
 maurice.pa...@autodesk.com wrote:

 HI Eric,
 I am not sure about the status of the bug you reported, you had best
 contact support for that while still on Subscription. Your current license
 for Softimage is perpetual so you can continue to use it even if you do not
 renew subscription. If service packs are issued they are made available to
 all license holders whether they are on Subscription or not. Only
 extensions are reserved for Subscription customers and we are not
 developing new extensions for Softimage.
 Hope that helps
 maurice

 Maurice Patel
 Autodesk : Tél:  514 954-7134

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Turman
 Sent: Monday, March 23, 2015 9:27 AM
 To: softimage@listproc.autodesk.com
 Subject: Will there be an SP2 for Softimage 2015?


 I had posted a replicable and verified bug regarding the fact that a
 few--and likely many--commands do not iterate over multiple deltas attached
 to a reference model. While I have no idea if that bug is a low enough
 hanging fruit to fix before all of us lose support in 2016, I also have no
 idea whether or not we will even be seeing an SP2 for Softimage. As my
 subscription is coming due in a couple months, I am wondering if it will
 even be worth it. It certainly is not worth it for Maya (even with
 Bifrost.) Also I am still unclear as to the status of the permanent license
 of Softimage if I do another subscription.

 Thanks,
 -=Eric
 --




 -=T=-












Re: Just sharing : ICC 2015

2015-03-26 Thread Tenshi S.
Holy Sheeet!
This is amazing! Great use of strands there. SI smile at the community
again.

On Thu, Mar 26, 2015 at 9:56 AM, Olivier Colchen wolr...@gmail.com wrote:

 Hey,

 Just sharing our latest and probably last big Softimage production here
 in Mathematic, Paris, France.

 https://vimeo.com/121486534 ( Director's cut )
 https://vimeo.com/121821635

 Everything was done in SI, except keyframed animation in Maya, no mocap (
 which is ironic since most of the time SI is primarily used for animating
 things ).

 I was in charge of most of the technical aspects as well as all the VFX.
 Anthony LYANT was in charge of most of the shading, lighting, rendering.
 Patrick LOUISE-ALEXANDRINE did the stadium rig and attended to every
 little things Tony and I were too busy to do.
 I also worked on the competition to win the project with director
 Sebastien CANNONE. This here is his Director's cut, I am unable to find the
 regular version I saw last before my contract ended. Not sure what the
 second link is supposed to be, really.

 Total time : a little more than a month, with almost no SI pipeline so we
 had to think and put one together, fast ;)
 Render engine was Arnold.

 Hope you like it. I can't shake the feeling that this is my Softimage swan
 song, despite working on a few other minor things right now using SI...

 Olivier



Re: Just sharing : ICC 2015

2015-03-26 Thread Meng-Yang Lu
Really beautiful work!  Loving the mixing of older SI spots using artfully
directed low poly figures with modern ICE techniques.  Kudos to you and
your team.

-Lu

On Thu, Mar 26, 2015 at 7:56 AM, Olivier Colchen wolr...@gmail.com wrote:

 Hey,

 Just sharing our latest and probably last big Softimage production here
 in Mathematic, Paris, France.

 https://vimeo.com/121486534 ( Director's cut )
 https://vimeo.com/121821635

 Everything was done in SI, except keyframed animation in Maya, no mocap (
 which is ironic since most of the time SI is primarily used for animating
 things ).

 I was in charge of most of the technical aspects as well as all the VFX.
 Anthony LYANT was in charge of most of the shading, lighting, rendering.
 Patrick LOUISE-ALEXANDRINE did the stadium rig and attended to every
 little things Tony and I were too busy to do.
 I also worked on the competition to win the project with director
 Sebastien CANNONE. This here is his Director's cut, I am unable to find the
 regular version I saw last before my contract ended. Not sure what the
 second link is supposed to be, really.

 Total time : a little more than a month, with almost no SI pipeline so we
 had to think and put one together, fast ;)
 Render engine was Arnold.

 Hope you like it. I can't shake the feeling that this is my Softimage swan
 song, despite working on a few other minor things right now using SI...

 Olivier



RE: Will there be an SP2 for Softimage 2015?

2015-03-26 Thread Ivan Tay
Hi Eric,

We are aware of the issue. It was logged few months back – BSPR-18164.

-Ivan

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Turman
Sent: Monday, March 23, 2015 9:27 PM
To: softimage@listproc.autodesk.com
Subject: Will there be an SP2 for Softimage 2015?

I had posted a replicable and verified bug regarding the fact that a few--and 
likely many--commands do not iterate over multiple deltas attached to a 
reference model. While I have no idea if that bug is a low enough hanging fruit 
to fix before all of us lose support in 2016, I also have no idea whether or 
not we will even be seeing an SP2 for Softimage. As my subscription is coming 
due in a couple months, I am wondering if it will even be worth it. It 
certainly is not worth it for Maya (even with Bifrost.) Also I am still unclear 
as to the status of the permanent license of Softimage if I do another 
subscription.

Thanks,
-=Eric
--




-=T=-
attachment: winmail.dat

Re: Non-interpolated Strand rendering in Arnold

2015-03-26 Thread Olivier Colchen
Thanks for the answers! It's very appreciated.

Didn't know about the Basis Linear option. Sad it doesn't support varying
radius as I may need it.
I should give the Resample Strands a try, especially now that my strands
are fully generated in Modeling...

Hard to be the underdog using SI in a maya-oriented enterprise. Oh well,
still hoping for that Houdini course...


2015-03-26 11:30 GMT+01:00 Stephen Blair stephenrbl...@gmail.com:

 Most customers have their own Solid Angle account and can subscribe their
 employees to the mailing lists.

 You can force linear interpolation by adding basis linear to a user
 options property. However, that doesn't support a varying radius along the
 strands length.

 On Thu, Mar 26, 2015 at 6:02 AM, Olivier Colchen wolr...@gmail.com
 wrote:

 Hello there,

 So yeah I'm sorry as this is more of a SITOA related question, but
 unfortunately neither do I have an active sub to the Arnold ML nor have I
 really enough time to register / post / wait for an answer.. Not even sure
 I can actually sub with me being just en employee. I'll try but in the
 meantime it doesn't hurt too much asking here !

 As the title suggest, I'm trying to find a way to force Arnold into
 rendering non-interpolated strands, the same way we can render linear
 strands with either the Segment shape or the shaperesolutionV attribute in
 Mental Ray.

 For a while now I've been downgrading to MR for this kind of things but
 I'd rather be able to do everything with Arnold once and for all. It's a
 pain being forced to adapt lights and shaders everytime I need one single
 pass of strands ;)

 Thanks if you can direct me in the right direction !

 Olivier





Just sharing : ICC 2015

2015-03-26 Thread Olivier Colchen
Hey,

Just sharing our latest and probably last big Softimage production here
in Mathematic, Paris, France.

https://vimeo.com/121486534 ( Director's cut )
https://vimeo.com/121821635

Everything was done in SI, except keyframed animation in Maya, no mocap (
which is ironic since most of the time SI is primarily used for animating
things ).

I was in charge of most of the technical aspects as well as all the VFX.
Anthony LYANT was in charge of most of the shading, lighting, rendering.
Patrick LOUISE-ALEXANDRINE did the stadium rig and attended to every little
things Tony and I were too busy to do.
I also worked on the competition to win the project with director Sebastien
CANNONE. This here is his Director's cut, I am unable to find the regular
version I saw last before my contract ended. Not sure what the second link
is supposed to be, really.

Total time : a little more than a month, with almost no SI pipeline so we
had to think and put one together, fast ;)
Render engine was Arnold.

Hope you like it. I can't shake the feeling that this is my Softimage swan
song, despite working on a few other minor things right now using SI...

Olivier