Re: Fwd: very slow skip frame
Yes you are right with difference between viewport skip and render skip what we are dealing with is the rendering skip. it's is happening on renderfarm and as well as in local GUI session. There's no simulation just non simulated ice tree, our findings so far showing us that if we delete part of the scene objects than it will gain some speed back but doesn't matter which part. In other words there isn't particular object which is causing the slowdown only amount of objects. We are using Arnold and we tried to replace some geometry with ass standins, this helped a little. We also suspected udims textures from confusing XSI as not existing texture paths but with no luck. Regarding network traffic overload even if we removed all external resources like textures from scene it didn't help. Removing overrides from partitions had biggest performance gain so far. We keep searching. On Wed, Mar 25, 2015 at 1:37 PM, pete...@skynet.be wrote: just a few stabs in the dark: is this on renderfarm / using a rendermanager? is there any simulations (not just ice, also syflex...) ? if so, any chance that the caches aren’t working and it’s simulating – on each machine? lot’s of huge textures or other data from a shared server that isn’t up to the task? how is the pre-render time? there is a big difference between skipping frames in the viewport and skipping frames while rendering – which is: rendering. so any render related slowness could be misinterpreted as frame skipping slowness? when rendering with skip frames, machines have to verify if each frame exists, or at least the placeholder 10kb file – normally that’s not a big deal but with heavy load on server (many people doing 3d, compositing, with textures and caches on the same server) things that are usually fast can become a hindrance – such as finding a 10kb file while someone else is copypasting 2TB of data. a rendermanager on a separate server than the fileserver(s) can help in distributing the rendertasks without needing to verify if data exists on the server ... *From:* Ales Dlabac adla...@gmail.com *Sent:* Wednesday, March 25, 2015 11:11 AM *To:* softimage softimage@listproc.autodesk.com *Subject:* Fwd: very slow skip frame Hi, we are experiencing huge slowdown when we have active frame skip in render pass. Normally in simple scene frame skip occurs immediately but for unknown reason our specific scenes takes up to10mins to skip one existing frame. If you play the scene frame changes almost immediately, there is not any slow cache reading or similar thing. Have anybody idea what it can be? Thank you. AD
[OT][AE+Deadline] rendering breaks on AEGP Plugin PNGIO Support: PNGIO library error: buffer error
hello and sorry for the OT, but somehow there doesn't seem to be much info out on the net regarding similiar things... when using deadling to render an after effects comp, some of our blades will randomly throw an error and finish their task.. its never the same machine, also never the same frame, meaning if you requeue the task on the same blade it will then render just fine, so we can never pinpoint if its a certain plugin/configuration/etcwhatahaveyou.. more annoying it will show up as an error in the task log file, but not in the deadline monitor, meaning it will show your job as 100% finished with zero errors, yet when you load your rendered pictures in, you suddenly get 12 frames missing from this sequence stuff.. comps themselves are nothing too heavy usually apart from resolution (like 12k x 1k or 6k x 4k) and often just use standard AE plugins with maybe some trapcode stuff on top.. here the paste from the log.. 0: STDOUT: INFO:After Effects: AEGP Plugin PNGIO Support: PNGIO library error: buffer error 0: STDOUT: INFO:After Effects: AEGP Plugin PNGIO Support: Unable to create PNGIO. 0: STDOUT: PROGRESS: 25.03.2015 18:00:17: Finished composition Final . 0: STDOUT: PROGRESS: Total Time Elapsed: 3 Min, 10 Sec 0: STDOUT: WARNING:After Effects warning: logged 2 errors, please check log. First error was AEGP Plugin PNGIO Support: PNGIO library error: buffer error (5027 :: 12) 0: STDOUT: _glmFindMaterial(): can't find material None. 0: STDOUT: LoadLibrary n failed! 0: STDOUT: LoadLibrary n failed! 0: INFO: Process exit code: 0 thanks for any pointers...
Re: Non-interpolated Strand rendering in Arnold
Maybe the Resample Strands Once compound from the emTools collection (from Eric) could help you. Tim Hello there, So yeah I'm sorry as this is more of a SITOA related question, but unfortunately neither do I have an active sub to the Arnold ML nor have I really enough time to register / post / wait for an answer.. Not even sure I can actually sub with me being just en employee. I'll try but in the meantime it doesn't hurt too much asking here ! As the title suggest, I'm trying to find a way to force Arnold into rendering non-interpolated strands, the same way we can render linear strands with either the Segment shape or the shaperesolutionV attribute in Mental Ray. For a while now I've been downgrading to MR for this kind of things but I'd rather be able to do everything with Arnold once and for all. It's a pain being forced to adapt lights and shaders everytime I need one single pass of strands ;) Thanks if you can direct me in the right direction ! Olivier
Re: Non-interpolated Strand rendering in Arnold
Most customers have their own Solid Angle account and can subscribe their employees to the mailing lists. You can force linear interpolation by adding basis linear to a user options property. However, that doesn't support a varying radius along the strands length. On Thu, Mar 26, 2015 at 6:02 AM, Olivier Colchen wolr...@gmail.com wrote: Hello there, So yeah I'm sorry as this is more of a SITOA related question, but unfortunately neither do I have an active sub to the Arnold ML nor have I really enough time to register / post / wait for an answer.. Not even sure I can actually sub with me being just en employee. I'll try but in the meantime it doesn't hurt too much asking here ! As the title suggest, I'm trying to find a way to force Arnold into rendering non-interpolated strands, the same way we can render linear strands with either the Segment shape or the shaperesolutionV attribute in Mental Ray. For a while now I've been downgrading to MR for this kind of things but I'd rather be able to do everything with Arnold once and for all. It's a pain being forced to adapt lights and shaders everytime I need one single pass of strands ;) Thanks if you can direct me in the right direction ! Olivier
Non-interpolated Strand rendering in Arnold
Hello there, So yeah I'm sorry as this is more of a SITOA related question, but unfortunately neither do I have an active sub to the Arnold ML nor have I really enough time to register / post / wait for an answer.. Not even sure I can actually sub with me being just en employee. I'll try but in the meantime it doesn't hurt too much asking here ! As the title suggest, I'm trying to find a way to force Arnold into rendering non-interpolated strands, the same way we can render linear strands with either the Segment shape or the shaperesolutionV attribute in Mental Ray. For a while now I've been downgrading to MR for this kind of things but I'd rather be able to do everything with Arnold once and for all. It's a pain being forced to adapt lights and shaders everytime I need one single pass of strands ;) Thanks if you can direct me in the right direction ! Olivier
RE: [OT][AE+Deadline] rendering breaks on AEGP Plugin PNGIO Support:PNGIO library error: buffer error
have your comps got repeat-tile or motion tile effects, we had similar probs (thought not with deadline) when rendering comps that had supported hi rez images (2 px wide) but that were then mirrored, it was an image plane/buffering thing, but reported errors as image IO problems solution was to cut layers into smaller tiles a _ From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of christian Sent: 26 March 2015 10:10 To: XSILIST Subject: [OT][AE+Deadline] rendering breaks on AEGP Plugin PNGIO Support:PNGIO library error: buffer error hello and sorry for the OT, but somehow there doesn't seem to be much info out on the net regarding similiar things... when using deadling to render an after effects comp, some of our blades will randomly throw an error and finish their task.. its never the same machine, also never the same frame, meaning if you requeue the task on the same blade it will then render just fine, so we can never pinpoint if its a certain plugin/configuration/etcwhatahaveyou.. more annoying it will show up as an error in the task log file, but not in the deadline monitor, meaning it will show your job as 100% finished with zero errors, yet when you load your rendered pictures in, you suddenly get 12 frames missing from this sequence stuff.. comps themselves are nothing too heavy usually apart from resolution (like 12k x 1k or 6k x 4k) and often just use standard AE plugins with maybe some trapcode stuff on top.. here the paste from the log.. 0: STDOUT: INFO:After Effects: AEGP Plugin PNGIO Support: PNGIO library error: buffer error 0: STDOUT: INFO:After Effects: AEGP Plugin PNGIO Support: Unable to create PNGIO. 0: STDOUT: PROGRESS: 25.03.2015 18:00:17: Finished composition Final . 0: STDOUT: PROGRESS: Total Time Elapsed: 3 Min, 10 Sec 0: STDOUT: WARNING:After Effects warning: logged 2 errors, please check log. First error was AEGP Plugin PNGIO Support: PNGIO library error: buffer error (5027 :: 12) 0: STDOUT: _glmFindMaterial(): can't find material None. 0: STDOUT: LoadLibrary n failed! 0: STDOUT: LoadLibrary n failed! 0: INFO: Process exit code: 0 thanks for any pointers...
Re: Fwd: very slow skip frame
You say it also does it through the GUI, so what does the verbose (in high detail) say, you could also make all assets local (copy external files), render, and check "Sysintenals Process Monitor" what is being or being-tried to be accessed, and what transfer activity is hapenning/not hapenning You could also try :: Delete one half, render, then reload and delete the other half and render again see if there is a difference - Or incrementally delete elements by type/complexity (starting with stuff with ice trees, rigs and such) see if theres a "step-up" in frame skipping. - Also the ususal Importing in a new scene almost goes without saying. Then call us in the morning :) (to let us know your findings) On 03/26/15 4:16, Ales Dlabac wrote: Yes you are right with difference between viewport skip and render skip what we are dealing with is the rendering skip. it's is happening on renderfarm and as well as in local GUI session. There's no simulation just non simulated ice tree, our findings so far showing us that if we delete part of the scene objects than it will gain some speed back but doesn't matter which part. In other words there isn't particular object which is causing the slowdown only amount of objects. We are using Arnold and we tried to replace some geometry with ass standins, this helped a little. We also suspected udims textures from confusing XSI as not existing texture paths but with no luck. Regarding network traffic overload even if we removed all external resources like textures from scene it didn't help. Removing overrides from partitions had biggest performance gain so far. We keep searching. On Wed, Mar 25, 2015 at 1:37 PM, pete...@skynet.be wrote: just a few stabs in the dark: is this on renderfarm / using a rendermanager? is there any simulations (not just ice, also syflex...) ? if so, any chance that the caches aren’t working and it’s simulating – on each machine? lot’s of huge textures or other data from a shared server that isn’t up to the task? how is the pre-render time? there is a big difference between skipping frames in the viewport and skipping frames while rendering – which is: rendering. so any render related slowness could be misinterpreted as frame skipping slowness? when rendering with skip frames, machines have to verify if each frame exists, or at least the placeholder 10kb file – normally that’s not a big deal but with heavy load on server (many people doing 3d, compositing, with textures and caches on the same server) things that are usually fast can become a hindrance – such as finding a 10kb file while someone else is copypasting 2TB of data. a rendermanager on a separate server than the fileserver(s) can help in distributing the rendertasks without needing to verify if data exists on the server ... From: Ales Dlabac Sent: Wednesday, March 25, 2015 11:11 AM To: softimage Subject: Fwd: very slow skip frame Hi, we are experiencing huge slowdown when we have active frame skip in render pass. Normally
Re: Just sharing : ICC 2015
Holy Sheeet! This is amazing! Great use of strands there. Softimage smiles to the community again. On Thu, Mar 26, 2015 at 9:56 AM, Olivier Colchen wolr...@gmail.com wrote: Hey, Just sharing our latest and probably last big Softimage production here in Mathematic, Paris, France. https://vimeo.com/121486534 ( Director's cut ) https://vimeo.com/121821635 Everything was done in SI, except keyframed animation in Maya, no mocap ( which is ironic since most of the time SI is primarily used for animating things ). I was in charge of most of the technical aspects as well as all the VFX. Anthony LYANT was in charge of most of the shading, lighting, rendering. Patrick LOUISE-ALEXANDRINE did the stadium rig and attended to every little things Tony and I were too busy to do. I also worked on the competition to win the project with director Sebastien CANNONE. This here is his Director's cut, I am unable to find the regular version I saw last before my contract ended. Not sure what the second link is supposed to be, really. Total time : a little more than a month, with almost no SI pipeline so we had to think and put one together, fast ;) Render engine was Arnold. Hope you like it. I can't shake the feeling that this is my Softimage swan song, despite working on a few other minor things right now using SI... Olivier
Re: Will there be an SP2 for Softimage 2015?
who can? xD Anyway, so there's no news about a good definitely SP2 version coming out this year. It's so hard for AD to ask SI developers to include and fix everything they can and give SI a proper end? That at least would clear their names. (just a little.) On Wed, Mar 25, 2015 at 2:45 PM, Mirko Jankovic mirkoj.anima...@gmail.com wrote: Sry for the tone but still not over it... Cant help it On Mar 25, 2015 8:45 PM, Mirko Jankovic mirkoj.anima...@gmail.com wrote: Well for max maya and other crap ;) hardly for si On Mar 25, 2015 8:42 PM, Sven Constable sixsi_l...@imagefront.de wrote: I don't know. It's quite some time before Feb 2016. ADSK should fill it with something useful. *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Mirko Jankovic *Sent:* Wednesday, March 25, 2015 5:03 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Will there be an SP2 for Softimage 2015? bet is that probably wont be one at all. AD didn't really look at SI even when it wasn't completly killed, you really think they will spend a single sec more on it :P On Wed, Mar 25, 2015 at 4:58 PM, Nuno Conceicao nunoalexconcei...@gmail.com wrote: Last Service Pack they solved only 9 bugs,my bet on the next one is just 3... On Wed, Mar 25, 2015 at 9:18 AM, Mario Reitbauer cont...@marioreitbauer.at wrote: I would say that that is a subjective feeling ;) 2015-03-24 19:57 GMT+01:00 Tenshi S. tenshu...@gmail.com: Hi Maurice., Can you confirm if there will be an SP2 for Softimage 2015? Most of the times the SP2 are the best out there to work in production. On Tue, Mar 24, 2015 at 9:18 AM, Maurice Patel maurice.pa...@autodesk.com wrote: HI Eric, I am not sure about the status of the bug you reported, you had best contact support for that while still on Subscription. Your current license for Softimage is perpetual so you can continue to use it even if you do not renew subscription. If service packs are issued they are made available to all license holders whether they are on Subscription or not. Only extensions are reserved for Subscription customers and we are not developing new extensions for Softimage. Hope that helps maurice Maurice Patel Autodesk : Tél: 514 954-7134 From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Turman Sent: Monday, March 23, 2015 9:27 AM To: softimage@listproc.autodesk.com Subject: Will there be an SP2 for Softimage 2015? I had posted a replicable and verified bug regarding the fact that a few--and likely many--commands do not iterate over multiple deltas attached to a reference model. While I have no idea if that bug is a low enough hanging fruit to fix before all of us lose support in 2016, I also have no idea whether or not we will even be seeing an SP2 for Softimage. As my subscription is coming due in a couple months, I am wondering if it will even be worth it. It certainly is not worth it for Maya (even with Bifrost.) Also I am still unclear as to the status of the permanent license of Softimage if I do another subscription. Thanks, -=Eric -- -=T=-
Re: Just sharing : ICC 2015
Holy Sheeet! This is amazing! Great use of strands there. SI smile at the community again. On Thu, Mar 26, 2015 at 9:56 AM, Olivier Colchen wolr...@gmail.com wrote: Hey, Just sharing our latest and probably last big Softimage production here in Mathematic, Paris, France. https://vimeo.com/121486534 ( Director's cut ) https://vimeo.com/121821635 Everything was done in SI, except keyframed animation in Maya, no mocap ( which is ironic since most of the time SI is primarily used for animating things ). I was in charge of most of the technical aspects as well as all the VFX. Anthony LYANT was in charge of most of the shading, lighting, rendering. Patrick LOUISE-ALEXANDRINE did the stadium rig and attended to every little things Tony and I were too busy to do. I also worked on the competition to win the project with director Sebastien CANNONE. This here is his Director's cut, I am unable to find the regular version I saw last before my contract ended. Not sure what the second link is supposed to be, really. Total time : a little more than a month, with almost no SI pipeline so we had to think and put one together, fast ;) Render engine was Arnold. Hope you like it. I can't shake the feeling that this is my Softimage swan song, despite working on a few other minor things right now using SI... Olivier
Re: Just sharing : ICC 2015
Really beautiful work! Loving the mixing of older SI spots using artfully directed low poly figures with modern ICE techniques. Kudos to you and your team. -Lu On Thu, Mar 26, 2015 at 7:56 AM, Olivier Colchen wolr...@gmail.com wrote: Hey, Just sharing our latest and probably last big Softimage production here in Mathematic, Paris, France. https://vimeo.com/121486534 ( Director's cut ) https://vimeo.com/121821635 Everything was done in SI, except keyframed animation in Maya, no mocap ( which is ironic since most of the time SI is primarily used for animating things ). I was in charge of most of the technical aspects as well as all the VFX. Anthony LYANT was in charge of most of the shading, lighting, rendering. Patrick LOUISE-ALEXANDRINE did the stadium rig and attended to every little things Tony and I were too busy to do. I also worked on the competition to win the project with director Sebastien CANNONE. This here is his Director's cut, I am unable to find the regular version I saw last before my contract ended. Not sure what the second link is supposed to be, really. Total time : a little more than a month, with almost no SI pipeline so we had to think and put one together, fast ;) Render engine was Arnold. Hope you like it. I can't shake the feeling that this is my Softimage swan song, despite working on a few other minor things right now using SI... Olivier
RE: Will there be an SP2 for Softimage 2015?
Hi Eric, We are aware of the issue. It was logged few months back – BSPR-18164. -Ivan From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Turman Sent: Monday, March 23, 2015 9:27 PM To: softimage@listproc.autodesk.com Subject: Will there be an SP2 for Softimage 2015? I had posted a replicable and verified bug regarding the fact that a few--and likely many--commands do not iterate over multiple deltas attached to a reference model. While I have no idea if that bug is a low enough hanging fruit to fix before all of us lose support in 2016, I also have no idea whether or not we will even be seeing an SP2 for Softimage. As my subscription is coming due in a couple months, I am wondering if it will even be worth it. It certainly is not worth it for Maya (even with Bifrost.) Also I am still unclear as to the status of the permanent license of Softimage if I do another subscription. Thanks, -=Eric -- -=T=- attachment: winmail.dat
Re: Non-interpolated Strand rendering in Arnold
Thanks for the answers! It's very appreciated. Didn't know about the Basis Linear option. Sad it doesn't support varying radius as I may need it. I should give the Resample Strands a try, especially now that my strands are fully generated in Modeling... Hard to be the underdog using SI in a maya-oriented enterprise. Oh well, still hoping for that Houdini course... 2015-03-26 11:30 GMT+01:00 Stephen Blair stephenrbl...@gmail.com: Most customers have their own Solid Angle account and can subscribe their employees to the mailing lists. You can force linear interpolation by adding basis linear to a user options property. However, that doesn't support a varying radius along the strands length. On Thu, Mar 26, 2015 at 6:02 AM, Olivier Colchen wolr...@gmail.com wrote: Hello there, So yeah I'm sorry as this is more of a SITOA related question, but unfortunately neither do I have an active sub to the Arnold ML nor have I really enough time to register / post / wait for an answer.. Not even sure I can actually sub with me being just en employee. I'll try but in the meantime it doesn't hurt too much asking here ! As the title suggest, I'm trying to find a way to force Arnold into rendering non-interpolated strands, the same way we can render linear strands with either the Segment shape or the shaperesolutionV attribute in Mental Ray. For a while now I've been downgrading to MR for this kind of things but I'd rather be able to do everything with Arnold once and for all. It's a pain being forced to adapt lights and shaders everytime I need one single pass of strands ;) Thanks if you can direct me in the right direction ! Olivier
Just sharing : ICC 2015
Hey, Just sharing our latest and probably last big Softimage production here in Mathematic, Paris, France. https://vimeo.com/121486534 ( Director's cut ) https://vimeo.com/121821635 Everything was done in SI, except keyframed animation in Maya, no mocap ( which is ironic since most of the time SI is primarily used for animating things ). I was in charge of most of the technical aspects as well as all the VFX. Anthony LYANT was in charge of most of the shading, lighting, rendering. Patrick LOUISE-ALEXANDRINE did the stadium rig and attended to every little things Tony and I were too busy to do. I also worked on the competition to win the project with director Sebastien CANNONE. This here is his Director's cut, I am unable to find the regular version I saw last before my contract ended. Not sure what the second link is supposed to be, really. Total time : a little more than a month, with almost no SI pipeline so we had to think and put one together, fast ;) Render engine was Arnold. Hope you like it. I can't shake the feeling that this is my Softimage swan song, despite working on a few other minor things right now using SI... Olivier