Re: Local point position pass

2015-03-27 Thread Simon Reeves
What renderer?



Simon Reeves
London, UK
*si...@simonreeves.com si...@simonreeves.com*
*www.simonreeves.com http://www.simonreeves.com*
*www.analogstudio.co.uk http://www.analogstudio.co.uk*

On 27 March 2015 at 16:56, Adam Seeley adammsee...@gmail.com wrote:

 Hi Folks,

 Getting a World Position Pass is straight forward.

 Does anybody know a simple way to render a Per Obejct Point Position Pass
 though.

 I could stumble around for a while with Vector staes etc., but if anyone's
 got any pointers I'd be grateful on a Friday afternoon.

 Many thanks,

 Adam Seeley.







Local point position pass

2015-03-27 Thread Adam Seeley
Hi Folks,

Getting a World Position Pass is straight forward.

Does anybody know a simple way to render a Per Obejct Point Position Pass
though.

I could stumble around for a while with Vector staes etc., but if anyone's
got any pointers I'd be grateful on a Friday afternoon.

Many thanks,

Adam Seeley.


Friday Flashback #217

2015-03-27 Thread Stephen Blair
#xsibase interview from 2004 with program manager for #Softimage Japan
http://wp.me/powV4-3cj

Read a bit about the history of the dotXSI file format, RenderMap,
Softimage in Japan, and more...


Re: very slow skip frame

2015-03-27 Thread peter_b
“overrides from partitions had biggest performance gain so far”.

ok, so if you put all objects in a partition and put a default phong material 
on the partition (rendering everything as grey phong, no textures, no 
displacement...) – does it become really fast (or normal speed)? 


there are different ways to use overrides on partitions, and they have some 
caveats/consequences.

if you add an override material on a partition, you are replacing the 
material/s of the object/s completely with this material. it comes at very 
little performance cost – use at will, but keep in mind that if objects have 
displacement for instance you are loosing that too.

if you put an override on say the surface port, and plug something in there, 
something quite different is going on – if you look at the material, you will 
see that a new branch replaces what was in the surface port, while keeping 
everything on all other ports. (great, you get to keep the displacement and 
so). But this has some important consequences for performance. The way this is 
handled is that for every affected material, a duplicate is made, which is 
modified. (you can see this in the explorer if you look at the material 
libraries). if there is one object in the partition it hardly matters. If you 
have thousands of objects though, each with their own material, this can 
seriously slow down scene interaction and rendering.
And you can do more than one thing in an override: override various ports on 
various shaders, override parameters, add properties, all at the same time – 
which complicates things even more. I’ve seen production scenes increase up to 
30 fold in size when breaking out passes - switching passes in the interface 
would take up to 30 minutes! It was faster just to kill the scene, edit the TOC 
to switch to another pass and reopen the scene – which in itself was fairly 
slow as well.
We spent some time on the rendering pipeline to do things another way, and 
avoid some of the pitfalls of overrides – and it made a huge difference in 
performance as well as the daily life of the artists.
If your scene is really pushing the hardware’s capabilities as it is, and you 
add fancy overrides – you can make the scene unmanageable.

Without going in too much detail – if you can nail it down to the overrides 
being the cause for slowdown – perhaps you can approach them differently, and 
get the result you’re after, with less of a performance hit.


Now I come to think of it – there are different ways to render passes.
One way is to render one pass completely, then switch to the next pass and so 
on.
Another is to render the one frame for all passes, then the next frame for all 
passes and so on. This approach can be very ineffective and cause considerable 
slowdown or become unstable with complex scenes and overrides.
Say it takes a minute to switch passes, and you have ten of them. If you render 
with skip frames that way, it would take 10 minutes per frame, to render 
nothing at all - and many machines on the farm could be doing it at the same 
time.

A render manager should avoid all of this, by telling the machines which frames 
to render - so they don’t need to verify it themselves using skip frames – as 
well as avoiding switching passes – for instance by sending each pass as a 
separate job – and giving priority to the machine/s already working on a 
certain pass, to continue on it.



From: Ales Dlabac 
Sent: Thursday, March 26, 2015 9:16 AM
To: softimage 
Subject: 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 

Re: Fwd: very slow skip frame

2015-03-27 Thread Matt Lind
In an effort to narrow down the problem, try rendering using xsibatch.exe 
from the command line.  If the scene renders normally, then it indicates 
something in the GUI is likely causing the issue.  If the scene continues to 
take a long time to skip frames, then the cause is likely in the scene 
itself.


The first thing to do is flush out any junk or stuff that doesn't need to be 
in the scene as that's usually the cause of these types of issues.  go 
through with a fine-toothed comb and inspect everything from materials, 
image sources/clips, construction history on objects, FCurves with redundant 
keys, etc...


To diagnose the issue further, trying writing and installing events which 
fire before and after each frame so you know exactly how much time is being 
spent at each step of the process as it's possible the time is being spent 
at the end of the previous frame not the beginning of the next frame.  that 
would be important to know so you know where to look for the problem.  The 
events can be simple LogMessage() statements wrapped in a plugin.


If the scene contains simulation, there is a possibility the scene has to 
recompute the simulation starting from the first frame (or the most recent 
computed frame).  To test it would require some observation as issues like 
this are usually cumulative.  That is, not noticeable early in the render as 
to compute a few frames is usually quick, but as more frames are rendered 
the delay grows longer and longer as more frames need to be computed to 
reach the result on the current frame.


I would also check to see if you're using something that generates a lot of 
data in memory or is recursive in nature and needs to be recomputed/flushed 
with each frame.  For example, any displacement mapping?  The mesh in the 
scene is probably really simple, but when the render begins each frame the 
mesh needs to be subdivided to meet the request.  Depending on the request 
that could be really intensive.  Check your geometry approximation settings 
if displacement is active.  Hair?  Guide hairs need to be multiplied into 
real hairs.  That can be really intense.  Heavy amounts of subdivision in 
your subdivision surfaces?  Any objects with large construction history 
still active?  Is the scene really large or have a large number of textures 
flooding texture memory?  If so, you may be seeing the cost of moving things 
in an out of memory (swapping).  Render passes can do this to if wholesale 
changes are applied to objects in overrides.  Double check your mental ray 
settings as some things like photon based rendering require a lot of work 
before the frame begins rendering (eg; global illumination, displacment, 
hair generation, ...).  There's no guarantee the renderer will reuse the 
caches built up from the render regions from interactive manipulation. 
Therefore, to check the scene interactively, try doing a preview instead of 
a region.  When finished, flush your caches to double check.




Matt



Date: Wed, 25 Mar 2015 11:11:30 +0100
From: Ales Dlabac adla...@gmail.com
Subject: Fwd: very slow skip frame
To: softimage softimage@listproc.autodesk.com

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