How to use Normal Maps with Arnold?

2013-06-17 Thread Antonieo
Arnold bump2d is designed for bump map(B/W map), now I've some normal map, it 
could not work correctly with bump2d.
I've read the user guide, it tells that Arnold could support XSI Normal Map2/3, 
but Normal Map3 node output vector as result, I don't see how to use it, 
connect it to bump port of material doesn't make it.


Anyone happened to meet the problem before?
Any help would be thanks!

Re:RE: ICE Instance Memory Leak?

2013-01-03 Thread Antonieo
Yeah, I've made it with Arnold stand-in.
Thanks for your attention :D




At 2013-01-04 13:49:18,Chris Chia chris.c...@autodesk.com wrote:
Hi Antonieo,
I have tested with SI 2013 SP1 and there isn't any memory leak found in your 
scene.
Alok may be right. This issue might be related to renderer.


Regards,
Chris


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Antonieo
Sent: Thursday, December 27, 2012 8:13 PM
To: Softimage Mailing list
Subject: ICE Instance Memory Leak?

There're bunch of particles in my scene being instantiated into fish, those 
fish are polymesh objects deforming by skelectons envelops.
Everything works perfect until rendering. The XSI render process continuing 
takes up memory, each frame it takes more 10~20 MB, and finally my computer 
runs out of memory. To fix this I've to restart XSI to free the occupied 
memory.
Is this a memory leak bug?



Re: ICE Instance Memory Leak?

2012-12-29 Thread Antonieo
Hello everyone, thanks to your help, I've made my scene rendered extremely 
smoothly!


Arnold stand-in rocks! Again, Arnold stand-in rocks! It's so wonderful that 
I've to praise it twice! The .ass sequence definitely kick ass!


The scene rendering didn't take more than 1G memory over the whole process, 
which used to start from 1G and rise higher and higher until running out of 48G 
before! And the scene loading process is way more faster! This makes me had a 
nice sleep last night :D


Now I want to share a small tip about Arnold stand-in sequence, however you may 
already know that.
Once I referenced the .ass file sequence on the stand-in property, it's using 
[frame] token to read the sequence, when the scene play out of the sequence 
range, I'd get an error. To make the stand-in playing cyclically, toggle 
Override Frame option, and set an expression on the Frame value, such as:
fmod( Fc, 20 ) + 1
It makes the stand-in running cyclically from 1~20.
Well, I know it's not magical at all, I just can not stop myself from sharing 
this : )

Anyway, thank you guys for helping me out, especially Ciaran Moloney. 



At 2012-12-27 23:51:58,Ciaran Moloney moloney.cia...@gmail.com wrote:
for bonus points, since you're using Arnold...export your animation cycle to a 
.ass file sequence and reference that on a stand-in property. Instance the 
stand-in on your ICE tree and scene memory should be negligible. 
 


On Thu, Dec 27, 2012 at 2:59 PM, Peter Agg peter@googlemail.com wrote:
I'd just double what Ciaran's saying. If every single instance has a completely 
different ShapeInstanceTime then that's effectively a different instance object 
for each particle, which will cause big memory issues. If clamping to whole 
frames is too much at least clamp it to a tenth or two instead.



On 27 December 2012 14:00, wavo w...@fiftyeight.com wrote:
Hello ,
Which Node Do you use?!
instance shape or the other instance-geometry?
Their was an known Problem (since 2010) with the geometry-node try If possible 
the instance-shape-node
Good luck
Walt
--
Diese Nachricht wurde von meinem Android Mobiltelefon mit 11 Mail gesendet.




Antonieo anton...@163.com schrieb:
There're bunch of particles in my scene being instantiated into fish, those 
fish are polymesh objects deforming by skelectons envelops.
Everything works perfect until rendering. The XSI render process continuing 
takes up memory, each frame it takes more 10~20 MB, and finally my computer 
runs out of memory. To fix this I've to restart XSI to free the occupied memory.
Is this a memory leak bug?








ICE Instance Memory Leak?

2012-12-27 Thread Antonieo
There're bunch of particles in my scene being instantiated into fish, those 
fish are polymesh objects deforming by skelectons envelops.
Everything works perfect until rendering. The XSI render process continuing 
takes up memory, each frame it takes more 10~20 MB, and finally my computer 
runs out of memory. To fix this I've to restart XSI to free the occupied memory.
Is this a memory leak bug?

Re:Re: ICE Instance Memory Leak?

2012-12-27 Thread Antonieo
I use Arnold with it's standard shader. It takes about 1G at the beginning, and 
goes higher and higher until running out.
My workstation has 48G Ram in total. It rendered the scene for the whole last 
night, this morning I saw it crash because of out of memory.
I checked it later, cached my particles, use command line render script to 
render without XSI GUI, and it takes up more and more memory over frames. I'm 
not quite sure if this is caused by ICE instance, but scene without ICE 
instance works fine.

At 2012-12-27 21:02:46,Alok Gandhi alok.gandhi2...@gmail.com wrote:

Probably not ! Which renderer are you using. Also what is your system memory. 
MR is known to chock up on memory.


The workaround we found interesting was to write our own procedural shaders for 
Arnold. Arnold really kicks ass at render time memory allocation as well.




Sent from my iPhone

On 2012-12-27, at 5:43 PM, Antonieo  anton...@163.com wrote:


There're bunch of particles in my scene being instantiated into fish, those 
fish are polymesh objects deforming by skelectons envelops.
Everything works perfect until rendering. The XSI render process continuing 
takes up memory, each frame it takes more 10~20 MB, and finally my computer 
runs out of memory. To fix this I've to restart XSI to free the occupied memory.
Is this a memory leak bug?




Re:Re: ICE Instance Memory Leak?

2012-12-27 Thread Antonieo
Thanks Stephen, I'll check it out later :)

At 2012-12-27 21:21:41,Stephen Davidson magic...@bellsouth.net wrote:
a good solution to this is using Kim Aldis's KA_BatchMaker script.
It allows you to render in a controlled number of frames.


find it here:
http://rray.de/xsi/


just search for ka_batchmaker


On Thu, Dec 27, 2012 at 7:13 AM, Antonieo anton...@163.com wrote:

There're bunch of particles in my scene being instantiated into fish, those 
fish are polymesh objects deforming by skelectons envelops.
Everything works perfect until rendering. The XSI render process continuing 
takes up memory, each frame it takes more 10~20 MB, and finally my computer 
runs out of memory. To fix this I've to restart XSI to free the occupied memory.
Is this a memory leak bug?








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Best Regards,
  Stephen P. Davidson 
   (954) 552-7956
sdavid...@3danimationmagic.com

Any sufficiently advanced technology is indistinguishable from magic

 - 
Arthur C. Clarke




Re:Re: ICE Instance Memory Leak?

2012-12-27 Thread Antonieo
I've considered about that trick and haven't tried so.
Thanks, you make me more convinced on .ass file, I'll try it later.

At 2012-12-27 23:51:58,Ciaran Moloney moloney.cia...@gmail.com wrote:
for bonus points, since you're using Arnold...export your animation cycle to a 
.ass file sequence and reference that on a stand-in property. Instance the 
stand-in on your ICE tree and scene memory should be negligible. 
 


On Thu, Dec 27, 2012 at 2:59 PM, Peter Agg peter@googlemail.com wrote:
I'd just double what Ciaran's saying. If every single instance has a completely 
different ShapeInstanceTime then that's effectively a different instance object 
for each particle, which will cause big memory issues. If clamping to whole 
frames is too much at least clamp it to a tenth or two instead.



On 27 December 2012 14:00, wavo w...@fiftyeight.com wrote:
Hello ,
Which Node Do you use?!
instance shape or the other instance-geometry?
Their was an known Problem (since 2010) with the geometry-node try If possible 
the instance-shape-node
Good luck
Walt
--
Diese Nachricht wurde von meinem Android Mobiltelefon mit 11 Mail gesendet.




Antonieo anton...@163.com schrieb:
There're bunch of particles in my scene being instantiated into fish, those 
fish are polymesh objects deforming by skelectons envelops.
Everything works perfect until rendering. The XSI render process continuing 
takes up memory, each frame it takes more 10~20 MB, and finally my computer 
runs out of memory. To fix this I've to restart XSI to free the occupied memory.
Is this a memory leak bug?








How to know if a material is default or not in python?

2012-12-04 Thread Antonieo
Hello folks, I've met a tiny question, it would really be helpful if you'd like 
to teach me. 


Every time, once a new geometry object is created in the scene, a default 
material (normally it's Scene_Material) is always assigned to it.
My question is how to know whether a material is default (which always be used 
by new created objects).

Re:Re: How to know if a material is default or not in python?

2012-12-04 Thread Antonieo
Wow! You're so amazing, man!

Thank you!

Thank you very much!

At 2012-12-04 16:42:36,Orlando Esponda orlando.espo...@gmail.com wrote:
You could do it this way:

root_mat = Application.ActiveSceneRoot.Material
print root_mat




On Tue, Dec 4, 2012 at 2:08 AM, Antonieo anton...@163.com wrote:
Scene_Material


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Re:OT: Anyone living in China?

2012-11-11 Thread Antonieo
Hi there, I'm Chinese and living in Beijing currently.

At 2012-11-09 18:40:19,Paul Griswold pgrisw...@fusiondigitalproductions.com 
wrote:
Are there any Soft users on this list living in China currently (who can speak 
Chinese) that could help me out?


Please contact me off-list.


Thanks,


Paul