Hi Peter,
ha ha I'm happy to hear both workflows! each scenario is different seeings
I explained more about the shot and that it needs rendering!
Localizing everything has been on my mind! seeings that the models are
locked versions.

I have named all my materials (I did a pass of going through each master
model file converting my shaders to arnold + tweaks and deleting unused
materials through the external files tool)  but do confess from one house
model to the next I shall have duplicate materials that will be essentially
connecting the same texture file. Particularly the wood texture that
services all the wooden beams that are a feature of the houses. I have a
lot of material libraries and am sure I could consolidate this to a global
material library.

I shall be kicking out multiple passes but more separating out objects with
mattes rather than a set of channels to recomp. I am finding I am getting
good results from Arnold and don't overly want to complicate things nor
have the time. A decent compositior would tear my head off for saying this
I'm sure!

I have held up on the scene until later today. I felt it be productive that
I light another scene (seeings I can open it!!) besides it made me feel
better!
I'm gonna check out the scntoc manager later but back at work/uni tomorrow
so failing this I shall save a reference version of the scene then localize
it all.

Thanks again,
Jon




On Sun, Aug 3, 2014 at 11:17 AM, <[email protected]> wrote:

>   Well, I’m going to suggest the exact opposite of before [image: Smile].
>
> Why don’t you try and localize EVERYTHING to the scene (did you get to
> open it when offloading the models?) – make sure all geometry is frozen and
> delete all unneeded clusters.
> and do a good cleanup of the materials - assuming you have named you
> materials it’s just a matter of selecting all corresponding parts and
> assign them to the same material (one single wood material, one single
> metal material,... for the whole of the scene)
> Also remove unused materials and clips – and do it repeatedly – it never
> hurts to click those buttons too often.
> You can also merge all objects with the same material (eg all chimneys,
> all rivets,...) which can drastically reduce the amount of objects without
> resorting to clusters.
> If you just want to render a single beauty pass – you can merge complete
> houses - you’ll end up with clusters and cluster materials – which is no
> good for working with passes.
>
> It’s basically consolidating your scene, flattening it down, removing all
> dependencies. This makes it ‘uneditable’ – but since you are ready to
> render that’s fine.
> It’s actually not uncommon for film pipelines to include this as an
> automated step when sending off the scene to render. (saving it as a
> separate render only version – that only serves that purpose: getting your
> renders out.)
>
>
>  *From:* Jon Hunt <[email protected]>
> *Sent:* Sunday, August 03, 2014 10:34 AM
> *To:* [email protected]
> *Subject:* Re: Scene crash on startup - any advice
>
>      Thank you both Peter and Matt for your lengthy replies.
> I've found your replies informative and interesting.
> I am trying best possible to work to best practices and feel a little
> reassured! I am not doing much else other than laying out the models in the
> scene. I do have some geo in there (landscape) and some models I have made
> local.
>
> In summary the scene is a large camera move that flies through a village
> that is fairly dense with houses. I have built 3 variations of house with
> windows/doors/chimneys and so it is modular so I can avoid any repetition
> and build a custom house.
> This inevitably means I have reference models inside reference models.
> However through research I have not gone more than 2 levels deep with them
> and arranged the embedded ref models inside nulls for any SRT transforms.
>
> All models have master files that I have setup and refer back to when I
> make any changes.
>
> I think where I have gone wrong is if I want to make another variation of
> a house on the fly, I have taken a house model and made the top part of the
> hierarchy local and duplicated sub parts which are still referenced in. In
> doing this it has prompted me to share or copy material libraries.
> If I want another variation. I should build it in master file and bring it
> back in.
> I have done this 4/5 times in say 40 models, so I know where to fix it.
>
> Another workflow I could be using (should be using?) is stand ins. I did
> do a test render on Friday without using them and with a basic lightning
> setup up it munched it up. I am not overly concerned about the scene being
> to heavy now. I am unsure of this crossover as to when I should be using
> standins verses ref models. This is a separate conversation I am sure. I
> also have a deadline looming and need the darn shot rendered!
>
> Thanks,
>
> Jon
>
>
>
> On Sat, Aug 2, 2014 at 9:42 PM, Matt Lind <[email protected]> wrote:
>
>>      A scene size of 53 MB containing mostly referenced models indicates
>> there is still a lot of data, such as animation (FCurves) or data applied
>> on top of the referenced models in model deltas, still in the scene.
>>
>> the first thing to try is rolling back your scene to a previous version
>> (including referenced models) if you have been using source control.
>>
>> The "done fixing hidden cluster" error indicates a geometry problem.
>> With a scene containing many referenced models, it's likely one or more
>> models was imported into the scene as a referenced model, modified in some
>> way that applied a dependency which needs geometry information, and the
>> referenced model was later edited offline outside the scene.  Next time the
>> scene opens, Softimage is surprised because the referenced model is in a
>> different state than the last time the scene was saved and has all this
>> dependency data it doesn't know what to do with, so mayhem breaks out.  For
>> example, if you applied an object-to-cluster constraint, the constraint
>> operator has a dependency on the cluster.  If you delete the cluster from
>> the referenced model outside the scene, the next time the scene opens and
>> uses that model, Softimage will see the constraint operator and try to
>> connect to a now non-existent cluster, then get confused.
>>
>> There are some topology operators which generate hidden clusters behind
>> the curtains from user view which are used as a scratchpad for
>> calculations.  It's very possible the above scenario has occurred and the
>> operator's cluster in question cannot reconnect to it's dependencies
>> because one or more of it's inputs has disappeared from the model being
>> changed outside the scene.   One test is to open each referenced model
>> locally in an empty scene.  Check the script log before doing any work on
>> each model, if you get the error message again, then you've found the
>> problem.  Freeze its modeling construction history using "Freeze M", then
>> export to update the .emdl.  If you know of constraints or other operators,
>> such as object-to-cluster, and have knowingly deleted the cluster, then try
>> recreating the cluster to satisfy the scene next time it is opened.
>>
>> If all the models import successfully into empty scenes, then reopen the
>> original scene and see if the error still occurs.  If it does, then the
>> problem is likely caused by data local to the scene and not in a referenced
>> model.  Data in model deltas is considered local to the scene, not the
>> model.  However, it's unlikely the problem is in model deltas if it's
>> giving you 'hidden cluster' errors, but in the rare chance it is, check the
>> 'removed items' section of the delta and cross reference it with the other
>> categories for dangling entries.  Every item appearing in the removed items
>> list will have an associated entry in another category of the model delta.
>> for example, if you import the referenced model, change it's position, then
>> undo that action, there will be entries in the 'stored positions' category
>> to record the position change, and an associated entry in the 'removed
>> items' category to undo that position change (All the entries in the deltas
>> are evaluated, and the removed items list acts to cancel out anything that
>> appears in the previous lists).  If you cannot find a pair for each entry,
>> then something's wrong.  In which case, flush the item from the removed
>> items list by selecting and deleting it.  I recommend this over deleting
>> the entire delta as some tend to do, because deleting a model delta is
>> often unnecessary and only loses all your work.  In most cases the problem
>> isn't too hard to find as long as you pay attention to what you're looking
>> for.
>>
>>
>> Matt
>>
>>
>>
>>
>>
>>
>>
>> ----------------------------
>>  Hi List,
>> Asked a thousand times before I'm sure. I have researched and having no
>> Joy and could really do with some suggestions please.
>>
>> Soft 2014 SP2 - Scene opens at Uni on an identically specced HP
>> workstation machine.
>>  I noticed my home machine (when the file did work) took about 20mins to
>> load whereas at Uni it was around 5 minutes.
>>
>> Scene size 53mb
>> Scene contains mostly reference models.
>>
>> Following the help topics I turned on scene debugging>Load recovery
>> journal file. I have have pointed it to an existing text file but it hasn't
>> written anything to that.
>> I do have a .lrf file but I am unsure what to do with this?
>>
>> I restart xsi and I get prompted 5 or so time about having a ghost model.
>> It continues to load but then hangs without crashing after sticking on
>> "done fixing hidden cluster"
>>
>> Any input would be muchly appreciated
>>
>> Jon
>>
>
>

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