Just landed from the new year holiday to read this detailed replay, very
good cover Aevar :)
*(in EXR) have you gotten around the 31 character limit*
Yes { :( } that's where the external metadata file will help. but 31 might
not be enough to store the full path ( as I believe you're pointing out )
1st step - create the metadata file in the same location as the EXR.
2nd Step - adding a pointer ID ( as a metadata ) into the EXR/DPX files.
the ID will point into a database entry ( MySQL or Shotgun ) that will
point to the full metadata.
This will cover most angles, making sure the EXR's could always be coupled
with their metadata.
*you can always try out the Shotgun Pipeline Toolkit (Formerly Tank)*
As for storing render metadata in Shotgun good or bad, it's a very
interesting/good point:
- Pro: Metadata entities could be linked to Version entities of the
renders.
- Pro: User can easily find the metadata vie Shotgun web interface.
- Cons: Shotgun API query are slow ( even more so when it's not a local
host )
Currently we do use Shotgun as the main database.
but I'm planning, one day, to migrate data that is less for user-viewing
and more for back-end to out local MySQL which is much faster for query.
*migrating could end up in syncing data between the two and
not necessarily "hard-migrate"
* a single Shotgun query is fast enough ( for an interactive tool or a
process ) and using API3, most times, queries can be bundled into one using
"deep-query". But... more than often, there's the need to "attack" shotgun
with a multi query which I find are slower than a locally hosted database.
happy new years :)
Asi
On Mon, Dec 23, 2013 at 6:05 PM, <[email protected]> wrote:
> * Good answer Asi, got a rant here below, hope it helps ( got too much
> time on my hands over the holidays apparently) *
>
> *Asi wrote:*
> *After some rethinking I changed my approach a little, reason is,EXR have
> a good support for long/custom metadata but others don't have limited
> support, DPX for example, which we use as well.*
>
> Cool, I’m not sure about how awesome exr is when it comes to long/custom
> metadata, it’s better than dpx true, don’t get me wrong, the first time
> .exr was opened to the public I was so excited I learnt to write them out
> command line pixel by pixel, exr rocks beyond believe but the character
> limit can get annoying, have you gotten around the 31 character limit yet (
> By your description I assume so, but sending the note your way so it
> doesn’t come as a surprise if it hits )
>
> *http://www.openexr.com/openexrfilelayout.pdf*<http://www.openexr.com/openexrfilelayout.pdf>
> *http://www.openexr.com/MultiViewOpenEXR.pdf*<http://www.openexr.com/MultiViewOpenEXR.pdf>
> *http://lists.nongnu.org/archive/html/openexr-devel/2006-05/msg00009.html*<http://lists.nongnu.org/archive/html/openexr-devel/2006-05/msg00009.html>
>
> It gets better though:
>
> *http://download.autodesk.com/global/docs/maya2014/en_us/index.html?url=files/Vari_Subfolders_and_names_of_rendered_images.htm,topicNumber=d30e685154*<http://download.autodesk.com/global/docs/maya2014/en_us/index.html?url=files/Vari_Subfolders_and_names_of_rendered_images.htm%2ctopicNumber=d30e685154>
> And with exr2 and all that limits are closer to the sky than ever before.
>
> *Asi wrote:*
> * So instead of figuring out each format metadata support, I rather dump
> the metadata in a file or a Database,*
>
> Good call, it’s what most studios do, less risk regarding a frame that's
> been sitting on the farm for 48 hours and such, however my attitude towards
> that has always been;
> a)
> Why don't those guys hire a render pipeline developer? a 48 hour render
> has not been needed since at least 5 years ago, it’s horribly risky and
> regeneration is near impossible in a tight deadline, trust me I’ve seen
> the biggest frames being shown in cinema these days go through massive
> farms and there is nothing in the entire world of games/film/commercials
> which would justify a pipeline where one falls to the grace of the
> processors and won’t know a thing until days later.
> b)
> If done right, this information belongs inside the actual frame as the
> base location, any database or file system info file should derive it’s
> information from the image header. It’s only sensible to include
> information about things inside things, of course! It’s only because most
> people who attempt this completely mess it up that I feel most decision
> makers rightfully choose the path which has burnt the least and additional
> databases, info files, excel sheets, and so forth will forever exist.
>
> *Asi wrote:*
> * located where the images/movie are*,
> Careful;
> [pro]
> Easy access to the data for everyone.
> [con]
> -You increase the number of files in the project directory, making for
> more convulated browsing, raising more questions to inherently inquisitive
> groups of people who really should rather be focusing on their modelling
> task at hand than be wondering about what the difference between
> this_shot.mb / this_shot.info / this_shot.dep files are.
> -One can actually foolhardily enough script enough files to get
> generated into there so it goes beyond 2000 files, loading times from a
> database environment turns into massive debug sessions to enhance the
> loading process when all that is happening is unix struggling due to sloppy
> coding, check out this link, it’s a really good read, suggests only
> 1020 files per directory which is an absolute most i.m.h.o
> *http://www.frank4dd.com/howto/various/maxfiles-per-dir.htm*<http://www.frank4dd.com/howto/various/maxfiles-per-dir.htm>
> Additional things to back this up below, it’s so crazy I still ran into
> people in 2013 hitting this limit 😊
>
> *http://www.linuxquestions.org/questions/general-10/maximum-number-of-files-in-a-directory-183643/*<http://www.linuxquestions.org/questions/general-10/maximum-number-of-files-in-a-directory-183643/>
>
> *http://stackoverflow.com/questions/466521/how-many-files-in-a-directory-is-too-many*<http://stackoverflow.com/questions/466521/how-many-files-in-a-directory-is-too-many>
>
> *http://serverfault.com/questions/59454/whats-the-maxium-number-of-files-a-unix-folder-can-hold*<http://serverfault.com/questions/59454/whats-the-maxium-number-of-files-a-unix-folder-can-hold>
>
> It’s always good to have that stuff accessible but if it’s not inside
> the image file I’d say keep it away from the general staff ( *tell them
> where it is if they are interested of course but don't complicate their
> workspace with metadata information they don’t need* )
>
> *Asi wrote:*
> * I could have infinite amount of metadata without relying on each format
> ability to store metadata. this is doable in our environment since the
> rendered files won't get moved from the metadata file. *
> It’s a good idea, the reason I’m getting into this in further detail
> is it’s getting to be a bit of an old sport. Works of course but history
> has proven requires massive amounts of human resources to support it.
> Alternates do exist out there, for example since you bring up the
> environment have you considered a context sensitive directory scheme?
> Roughly it goes { setenv this_x[1-nearinfinity] for levels of directory
> depth; that_[x-nearinfinity] for token in naming convention + non
> identifiable elements} , It’s a fun one, means you only ever have 1
> configuration file that you drop in the root of projects and all metadata
> is actually generated into the environment based on where you are looking
> at it from ( hooks into cd on Unix and folder callbacks on Windows, change
> directory; your environment is different, this can include things all
> the way down to artist notes even, all still driven from a single algorithm
> dependant on who is reading it from where, some studios have a rudimentary
> scheme like this going on but I’ve never seen it fully utilized )
>
> Then of course, you can always try out the Shotgun Pipeline Toolkit
> (Formerly Tank) which handles all this at a phenomenal level and since it’s
> so widespread these days you will be working with a scheme that is
> consistent across studios, I do think the top of the line with regards to
> technology we have at hand today is generating metadata into the rendered
> files ( *internally by the renderer as you describe, not a post process,
> vray and Arnold have the ease of access nailed down* ) then push that
> information towards a hosted Shotgun server as a centralized container.
> Must note I have no affiliations with Shotgun development beyond customer
> level but can verify after having used it since it’s first iteration then
> develop towards it as Tank became the pipeline toolkit it just makes
> everything so straight forward. Keep it in mind, Shotgun rocks for what
> you are after but mostly so if you manage to embed your metadata.
> *http://www.shotgunsoftware.com/* <http://www.shotgunsoftware.com/>
>
> *Asi wrote:*
> *I still wish MR would have a built in hook to inject metadata :) but this
> workaround would help improve on other wider issues as well*
>
> hehe, ok, I fold, just promise to be careful, mental ray picks up custom
> attributes based on a naming convention, as easy as it gets
>
> - *Experimental:* if an attribute with name staring with "meta:" prefix
> is used (like attribute string "meta:my_key" "my_value"), the value is
> passed to the image file headers (i.e."my_key" "my_value" pair). This
> is currently only supported for OpenEXR images. Boolean parameters are
> converted to integer ones.
>
>
> *http://docs.autodesk.com/MENTALRAY/2013/ENU/mental-ray-help/files/relnotes/relnotes.html*<http://docs.autodesk.com/MENTALRAY/2013/ENU/mental-ray-help/files/relnotes/relnotes.html>
>
>
> Care to move on to compression? I can show you how to turn single
> render into something which halts a 50T server in a few seconds vs. renders
> without anyone noticing by only toggling a compression setting :)
> exr is awesome to play with, the only format which lets you actually
> just set that other setting and not lose over 30 hours a day of accumulated
> time only spent due to number of files in directories and compression
> schemes, without it the visual effects industry would not have expanded as
> it has done in the last few years, it’s a weird thing to claim I know but
> the efficiency of the format has allowed teams to increase their
> attentiveness to detail and volume in such a manner that the limitless
> environment allows for amazing things to be created, the learning curve
> regarding it though can be a bit tricky as it’s not like other
> formats. But hey! it doesn’t have to, it does it’s thing really well :)
>
> *http://forum.nvidia-arc.com/showthread.php?9434-OpenExr-and-zip-scanline-compressions*<http://forum.nvidia-arc.com/showthread.php?9434-OpenExr-and-zip-scanline-compressions>
>
> Have a nice holiday ahead
> hope your metadata adventures go well
> -aeVar
>
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