for anyone that might be interested (now or later)
The command is “source”; this reads a text file and executes it's contents line by line.
ie: source renderscript
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Technical Discussion » render scripts with csh
- RobertP
- 48 posts
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Technical Discussion » render scripts with csh
- RobertP
- 48 posts
- Offline
I was on Win XP until this week and moved up to Win7 64 bit.
I got the csh setup right so that I can run text render scripts that call csh.exe, load hbatch, and render.
When in an open csh using Win XP I could simply type the name of the text render script and it would run.
In Win7 in an open csh when I type in the name of the text render script it responds with “command not found”
I'm guessing I need to “exec” the text file … or something (although that didn't work).
Any ideas?
Thanks,
Robert
I got the csh setup right so that I can run text render scripts that call csh.exe, load hbatch, and render.
When in an open csh using Win XP I could simply type the name of the text render script and it would run.
In Win7 in an open csh when I type in the name of the text render script it responds with “command not found”
I'm guessing I need to “exec” the text file … or something (although that didn't work).
Any ideas?
Thanks,
Robert
Technical Discussion » Pz Depth Map Oddities
- RobertP
- 48 posts
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Technical Discussion » Pz Depth Map Oddities
- RobertP
- 48 posts
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Hi All,
I'm working on a project that will require the separate output of a depth map for a Phillips 3D stereoscopic display. When I output a Pz layer (with a gain adjustment at render time) I get the odd situation that the depth information is noticably different on objects right next to each other (similar distance from camera). Note the small dots on the tube to the right … they are right on top of each other. And on the left, the table and the people are right next to each other, yet have noticably differnent Pz values.
Also, the ojects are translucent in RGB space … I'm surprised that they look so translucent in depth space.
What am I missing here?
Is there a better way to output a depth map that ends up in 8 bit float?
Thanks,
Robert
I'm working on a project that will require the separate output of a depth map for a Phillips 3D stereoscopic display. When I output a Pz layer (with a gain adjustment at render time) I get the odd situation that the depth information is noticably different on objects right next to each other (similar distance from camera). Note the small dots on the tube to the right … they are right on top of each other. And on the left, the table and the people are right next to each other, yet have noticably differnent Pz values.
Also, the ojects are translucent in RGB space … I'm surprised that they look so translucent in depth space.
What am I missing here?
Is there a better way to output a depth map that ends up in 8 bit float?
Thanks,
Robert
Technical Discussion » Ray Trace Reflection Issue
- RobertP
- 48 posts
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DaJuice,
Thanks for your reply and offer to help. I waited to respond because SESI support was working on the issue and I wanted to see if they could fix it.
Turns out they did, and the fix in is build 388.
Thank you for your offer of help!
Robert
Thanks for your reply and offer to help. I waited to respond because SESI support was working on the issue and I wanted to see if they could fix it.
Turns out they did, and the fix in is build 388.
Thank you for your offer of help!
Robert
Technical Discussion » Ray Trace Reflection Issue
- RobertP
- 48 posts
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Running H10.0.295 on WinXP SP1
I'm puzzled by the splotchy black stuff that shows up randomly on some frames. See attached photo.
Floor surface is polygons (triangles), micropolygon rendering.
Ray tolerance doesn't affect it. Surface shading quality on the floor sometimes helps at higher levels, but not consistently. The only factor that seems to have some impact is Mantra tile size, but this also intermittent.
Anyone know what causes this?
Thanks,
Robert
I'm puzzled by the splotchy black stuff that shows up randomly on some frames. See attached photo.
Floor surface is polygons (triangles), micropolygon rendering.
Ray tolerance doesn't affect it. Surface shading quality on the floor sometimes helps at higher levels, but not consistently. The only factor that seems to have some impact is Mantra tile size, but this also intermittent.
Anyone know what causes this?
Thanks,
Robert
Technical Discussion » Shadow Intensity Parameter
- RobertP
- 48 posts
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As it turns out the old “shadow” parameter does work … as I found it working in an older Surface VOP network.
So the current challenge is to take the standard Vex Layered Surface that comes with SIdeFx and add the shadow parameter. It would seem simple, but it's not working.
I created a material, went inside, added the Vex layered Surface and connected to the output. Then I added a property node, created the shadow parameter and connected to the output. Does not work.
What am I missing?
Thanks,
Robert
So the current challenge is to take the standard Vex Layered Surface that comes with SIdeFx and add the shadow parameter. It would seem simple, but it's not working.
I created a material, went inside, added the Vex layered Surface and connected to the output. Then I added a property node, created the shadow parameter and connected to the output. Does not work.
What am I missing?
Thanks,
Robert
Technical Discussion » Shadow Intensity Parameter
- RobertP
- 48 posts
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Right! I've been looking there. There's nothing already in any of the shaders I've looked at, so I'm wanting to Create a parameter. I'd expect to find it in the Mantra 10.0 folder/Shading …. but no dice.
The idea is to put the shader into a material, and use a property node to add the parameter I'm looking for.
Robert
The idea is to put the shader into a material, and use a property node to add the parameter I'm looking for.
Robert
Technical Discussion » Shadow Intensity Parameter
- RobertP
- 48 posts
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In H8 there was a surface shader parameter called “shadow” that allowed one to set the intensity of the shadow when lit by a filter shadow shader on a light.
In H10 I can't find a surface shader parameter that does the same thing. It must be there somewhere … does anyone know what it is?
Thanks,
Robert
In H10 I can't find a surface shader parameter that does the same thing. It must be there somewhere … does anyone know what it is?
Thanks,
Robert
Technical Discussion » Ray Bounce in H10
- RobertP
- 48 posts
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Hey Steven!
Got it!!
Things ARE different in H10 compared to H8! As Dorothy said to Toto; “We're not in Kansas anymore!”
The new arrangment looks to have more flexibility. Thanks for pointing in the right direction.
Robert
Got it!!
Things ARE different in H10 compared to H8! As Dorothy said to Toto; “We're not in Kansas anymore!”
The new arrangment looks to have more flexibility. Thanks for pointing in the right direction.
Robert
Technical Discussion » Ray Bounce in H10
- RobertP
- 48 posts
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Thanks Steven!
It works on the object level!
You say it can be done on the shader level? I've tried that and it isn't working. Are you sure it can be done on a shader level? I don't see any “canned” shader from Sidefx that have it, and when I add it there isn't a difference. What's the trick in shaders?
Thanks,
Robert
It works on the object level!
You say it can be done on the shader level? I've tried that and it isn't working. Are you sure it can be done on a shader level? I don't see any “canned” shader from Sidefx that have it, and when I add it there isn't a difference. What's the trick in shaders?
Thanks,
Robert
Technical Discussion » Ray Bounce in H10
- RobertP
- 48 posts
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I've just made the leap from H8 to H10 and find that things are in different places.
In H8 there used to be a “ray bounce” for each geometry object. I don't see this in H10. If I add a “rbounce” value to the geo then it either doesn't get send to mantra, or is not used in H10 mantra.
How does one specify a per object ray bounce value in H10?
Thanks,
Robert
In H8 there used to be a “ray bounce” for each geometry object. I don't see this in H10. If I add a “rbounce” value to the geo then it either doesn't get send to mantra, or is not used in H10 mantra.
How does one specify a per object ray bounce value in H10?
Thanks,
Robert
Technical Discussion » op path broken in H10 hbatch
- RobertP
- 48 posts
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In case anyone is following this thread, I've isolated the problem.
The surface shader texture op path breaks when the a mantra ROP uses the
mantra -H host, host
command for network rendering.
The surface shader texture op path breaks when the a mantra ROP uses the
mantra -H host, host
command for network rendering.
Technical Discussion » op path broken in H10 hbatch
- RobertP
- 48 posts
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If I use an op reference in a texture field of a mantra surface shader, such as:
opobj/geo1/cop2net1/texture
it will render correctly within Houdini using the render view, but show up as pink (missing) when rendered using hbatch. Hbatch has no complaints about not finding it (as when the path is incorrect).
This smells like a bug. This worked fine in H8, so I'm suspecting it's broken in H10. I'm using H 10.0.295 on Windows XP.
Any ideas?
opobj/geo1/cop2net1/texture
it will render correctly within Houdini using the render view, but show up as pink (missing) when rendered using hbatch. Hbatch has no complaints about not finding it (as when the path is incorrect).
This smells like a bug. This worked fine in H8, so I'm suspecting it's broken in H10. I'm using H 10.0.295 on Windows XP.
Any ideas?
Technical Discussion » Auto Rig Question
- RobertP
- 48 posts
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I’m using H8.1 and just tried using Auto Rig. All is well in setting up the rig, but I’m unable to attach the geometry to the rig.
I’ve entered the geometry in the “Geometry File” field of the Capture Subnet, and it displays, but when I move the rig, the geometry stays put. I looked inside the capture subnet and see that the Capture and Deform SOPS seem to be correctly using the Geometry File field, but nothing will move with the rig.
Any ideas?
Thanks,
Robert Persons
I’ve entered the geometry in the “Geometry File” field of the Capture Subnet, and it displays, but when I move the rig, the geometry stays put. I looked inside the capture subnet and see that the Capture and Deform SOPS seem to be correctly using the Geometry File field, but nothing will move with the rig.
Any ideas?
Thanks,
Robert Persons
Technical Discussion » Autogen Z-Depth shadow map and network rendering
- RobertP
- 48 posts
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I reported this bug several months ago, and it was reproduced by SESI and (supposedly) put on the bug list. I sure wish they would fix it!
Technical Discussion » Composite Bug!
- RobertP
- 48 posts
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twod,
You might want to also check the blur COP. I've found that to have a difference on creating the “garbage”. Deselecting “Fast Blur” helps, but does not solve the problem. I've tried all types of blur (Gaussian, etc) with no difference in the problem.
Thanks,
Robert
You might want to also check the blur COP. I've found that to have a difference on creating the “garbage”. Deselecting “Fast Blur” helps, but does not solve the problem. I've tried all types of blur (Gaussian, etc) with no difference in the problem.
Thanks,
Robert
Technical Discussion » Composite Bug!
- RobertP
- 48 posts
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OOOppps. I meant to write: “if you ask for 1 Mb and no 1 Mb block exists” I can see how a 1 Gig block might be hard to find!
Technical Discussion » Composite Bug!
- RobertP
- 48 posts
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Twod,
Thanks for the response!
I'd like a clarification: when you say that memory becomes fragmented, so if you ask for 1 gig and no 1 gig block exists you get an error. Is this the infamous “Fatal Error - Segmentation Fault”?
If so, why didn't the old COP nets have this problem (or ICE, or After Effects for that matter)
Also just to be clear. You mention that the “tile cache” is getting corrupted. My problems are when compositing from Hscript … so those COP image tiles are not involved? The cooking cache is involved however. Or are we talking about different things?
Thanks,
Robert
Thanks for the response!
I'd like a clarification: when you say that memory becomes fragmented, so if you ask for 1 gig and no 1 gig block exists you get an error. Is this the infamous “Fatal Error - Segmentation Fault”?
If so, why didn't the old COP nets have this problem (or ICE, or After Effects for that matter)
Also just to be clear. You mention that the “tile cache” is getting corrupted. My problems are when compositing from Hscript … so those COP image tiles are not involved? The cooking cache is involved however. Or are we talking about different things?
Thanks,
Robert
Technical Discussion » Composite Bug!
- RobertP
- 48 posts
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Multi-threading is turned off.
John: your suggestion of writing a script sounds the most sane, although I already put time into cropping before procession the net. Until it crashes, the full resolution frames did composite okay.
I'm running WinXP. I know that there is a 2 Gig memory limit on any single process … and it didn't appear to get close to that.
Peter: I'm using H7 for this project, although I downloaded H8 and tried that with same problems.
Thanks for your help guys! The client I'm doing this animation for has After Effects in house, which they use to composite the entire 15 minute three projector show … and they have had No problem with AF. It's frustrating.
SESI: Please, Please take a serious look at fixing the ongoing memory issues in the COP2 Net!!!!!!!!
John: your suggestion of writing a script sounds the most sane, although I already put time into cropping before procession the net. Until it crashes, the full resolution frames did composite okay.
I'm running WinXP. I know that there is a 2 Gig memory limit on any single process … and it didn't appear to get close to that.
Peter: I'm using H7 for this project, although I downloaded H8 and tried that with same problems.
Thanks for your help guys! The client I'm doing this animation for has After Effects in house, which they use to composite the entire 15 minute three projector show … and they have had No problem with AF. It's frustrating.
SESI: Please, Please take a serious look at fixing the ongoing memory issues in the COP2 Net!!!!!!!!
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