Use 7 threads.  The '-' just signifies it's an input argument to XSI...

DAN


On Tue, Apr 2, 2013 at 9:48 AM, olivier jeannel <olivier.jean...@noos.fr>wrote:

>  What does "-thread 7" stands for ?
> don't use thread N°7 ? if you have 8 cores, is that it ?
>
> Le 02/04/2013 06:37, Jason S a écrit :
>
> More about frustration alleviation with MR, for those that don't know :
>
> Given how SI can freeze-up to a crawl when a bunch of things are going in
> the RenderRegion,
> to the point of not even being able update it's own rendering tiles in the
> region (t'il it's done rendering)
> let alone changing settings or even just stopping the (damn) ;] render.....
>
> .. if you append "-thread 7" to your XSI.bat file,
> you can gain considerable UI responsivness at the expense of 1/8 less
> rendering performance
> well enough to change settings
>
> Wish I known this since multicores became common!
>
> Can't beleive for the life of me how such an (essential/basic/EASY) thing
> never made it to the UI
>
> *XSI.bat                                          *
>  @echo off
> call "C:\Program Files\Autodesk\Softimage 2013\Application\bin\setenv.bat"
> start "" "C:\Program Files\Autodesk\Softimage
> 2013\Application\bin\XSI.exe" %* *-thread 7*
>
>
>
> On 31/03/2013 7:12 AM, Tim Leydecker wrote:
>
> Hi Sven,
>
> I´m also using the classroom scene as a base.
>
> Slight modifications to the windows to eliminate any terminator effects
> (like FG pushing through showing around the window framing, or also Arnold
> producing shading errors because the geo is singlesided and kept open
> there)
> basically, cleaning up the meshes and creating UVs.
>
> I don´t think this scene can become photorealistic, the models and
> proportions
> easily throw you off, even if only subconsiously. Nevertheless, I also try
> to
> get believable lighting into the scene.
>
> It´s hard.
>
> I´m using Display>ColorManagment>Gamma Values 2.2.
>
> Beware of the physical sky and sun setup together with FinalGathering.
>
> In my personal opinion, it´s implementation it is at least misleading...
>
> The photographic exposure tonemapping makes it difficult to get a correct
> result,
> it´s very important to adjust the effect of "burn_highlights" based on the
> dialed
> in exposure until you get to match the FG preview and the final render.
>
> It´s best seen on the resulting physical sky color, the photographic
> exposure
> lensshader tonemaps the sky down too much. This offset is depending on the
> dialed in exposure, you can´t just crank up or down the exposure without
> counteradjusting the burn_highlights slider again.
>
> Please note, I´m not stupid enough to leave the photographic exposure
> gamma at 2.2, too.
> It´s set to 1.
>
> If I compare the sky&sun with various highdynamic range images on the
> environment
> and just final gathering without a sunlight, I also have to tone done
> finalgathering
> Primary Bounce Color and Secondary Bounce Color to 0.4545.
>
> Only then the FG calculation aligns perfectly with the final image then...
>
> Therefor I think the 1.0 default setting is wrong, the FG calculation is
> not affected by
> setting 2.2 display gamma settings but needs to be adjusted based on the
> Colormanagement
> settings.
>
> Not to mention that a first class *.hdr from Paul Debevec on the
> environment
> (for FG) forces me to throw away the photographic exposure lens shader to
> get to see anything useful. That alone is proof that the sky&sun setup
> should not
> be taken as willingly aligned and adjusted to artist´s needs... my
> personal opinion.
>
> --
>
> In terms of classroom lighting:
>
> I cycled through Irradiance particles, Final Gathering and brute force
> methods.
>
> *Irradiance Particles gave me disappointing, large areas moving noise from
> frame to frame
> *FG can be stable if baked but is still quite difficult to get splotch
> free initially
> *FG re-calculated per frame using mip_fgshooter is better but not
> automatically free of flicker/pumping.
> *FG exact gave me crawling noise.
>
> I´m re-setting up the lighting today with a hdr environment and a
> mib_cied_d>Infinite light
> and unified sampling. That gives me pretty reliable and controlable
> results, I would have
> liked to use the sky&sun setup but that crap doesn´t even tell you where
> North is...
>
>
> Cheers,
>
>
> tim
>
>
> On 29.03.2013 16:49, Sven Constable wrote:
>
> I did tests with the fgshooter a few weeks ago on the classroom scene. And
> yes, its implemention is awful.  I used the fgshooter addon too, its way
> easier then.
> Btw. I'm also still  on the classroom scene and added light and camera
> animation, but I had no time to finish it yet. My goal is to make it as
> realistic as possible and bring mentalray onto its knees.:)  Of course it
> has to be flickerfree, what is very hard when the sun is animated and it
> goes to the horizon resulting in only a few very bright spots in the scene
> that has to lit the whole room evenly.
>
> -----Original Message-----
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com<softimage-boun...@listproc.autodesk.com>]
> On Behalf Of Tim Leydecker
> Sent: Friday, March 29, 2013 15:36
> To: softimage@listproc.autodesk.com
> Subject: Finalgathering made less frustrating: mx_fgshooter
>
> Hi guys,
>
>
> there´s a lot to be desired about mental ray´s implementation and user
> friendliness. I don´t even want to start about having at least an in depth
> documentation including practical examples.
>
> Nevertheless, there´s yet another node that may come in handy but has
> probably slipped your radar:
>
> mip_fgshooter
>
> It is supposed to be used to add finalgather calculations from additional
> cameras to your current frame´s fgmap or your *.fgmap in general.
>
> I can´t express how frustrated I am about the implementation in Softimage.
>
> If you ever had hoped to having to figure out how to enter 4x4 matrixes
> and
> get the thing working yourself, brace for a lot of frustration.
>
> Or use this implementation. Thank you Denis Belyatsky!
>
> http://maxfoxlab.com/mx_fgshooter.html
>
> Hats off.
>
> If you push his implementation hard, you´ll notice the camera_shooter_cams
> will always have to point to the world origin to give realiable values for
> their resulting 4x4 matrixes entered into the render cam´s mip_fgshooter
> item list.
>
> Sofar, I haven´t been able to verify if that is a limitation of using
> their
> [cameraname].kineGlobal as the source for the 4x4 matrix or if that is due
> to the way the mip_fgshooter node interprets coordinates?
>
> In any case, Denis plugin is a great helper in actually making flickerfree
> FG available to the average user who may sure not be able to derive and
> properly set a 4x4 matrix himself.
>
> In terms of useability, I would have expected mip_fg_shooter to have a
> list
> entry field where you pick your cameras and that´s it. Like Lightlinking
> for
> selective light, even SRT coordinates would have been better but transform
> matrixes, really?
>
> That´s defeating the whole point of keeping it simple unless one could
> drag
> and drop a camera into the Rendertree and at least connect it directly
> there. Which you can´t...
>
> Cheers,
>
> tim
>
>
>
>
>
>
>

Reply via email to