Hi,
Can you please explain:
1. Why Mantra(ROPFecth) can't render if I referencing to a different subnet in PDG?
2. Why Mantra(ROPFecth) can't render SOP Context in PDG?
Correct me please if did some mistake.
Example file in the attachment (just try to render “Different_Subnet” and “Use_Sop_Context” TOP Networks).
Thanks
Ostap
PDG Mantra Render
1957 4 1- Ostap
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- tpetrick
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I'm able to reproduce the same issue using a pure ROPs set up. Basically, I replaced the TOP network and TOP subnet with a ROP Network/ROP subnet and replaced the ROP Mantra Output node with a regular Mantra ROP. It's not a TOPs-specific issue.
From some quick testing it seems like the camera and geometry need to live in the same object network. For example if I place a box named “box1” into the object network with the camera, and set the Force Objects to include “box1”, it renders fine. Same with using a full path “/obj/Use_Sop_Context/subnet1/objnet1/box1/”. I'm not sure why this is the case, though.
From some quick testing it seems like the camera and geometry need to live in the same object network. For example if I place a box named “box1” into the object network with the camera, and set the Force Objects to include “box1”, it renders fine. Same with using a full path “/obj/Use_Sop_Context/subnet1/objnet1/box1/”. I'm not sure why this is the case, though.
- Ostap
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Hi Taylor,
Is it possible somehow to fix/make it?
I understand that for ROP subnet it wasn't really an issue, because we didn't have connected data flow but now with PDG we can create geometry, cameras, lights inside a subnetwork and just provide a var. path to those objects to render. That could be useful.
The workaround is to dump all those things into the same object network with ObjectMerge.
But I would be appreciated if you explain limitation, why we can't work with a different object/sop network.
Thanks
Ostap
Is it possible somehow to fix/make it?
I understand that for ROP subnet it wasn't really an issue, because we didn't have connected data flow but now with PDG we can create geometry, cameras, lights inside a subnetwork and just provide a var. path to those objects to render. That could be useful.
The workaround is to dump all those things into the same object network with ObjectMerge.
But I would be appreciated if you explain limitation, why we can't work with a different object/sop network.
Thanks
Ostap
- tpetrick
- Staff
- 585 posts
- Joined: May 2014
- Offline
- Ostap
- Member
- 209 posts
- Joined: Nov. 2010
- Offline
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