RE: Multi-Layered .EXR - The revival...
Hi make no mention of interleave options or the like. The interleave option is not what you are searching for. It is the multi-part that needs to be enabled. This way Nuke can read a part instead of the whole file. The interleave is just a setting which layers/channels get into a part. If your renderer or conversion tool writes multi-part images and you do not have any interleave option, then it is one AOV/render layer into one part. Afaik no renderer does this at the moment. Compability reasons. I have written a test app to print how your .exr file is organized, this can be used to check what kind of .exr your renderer writes. I have to check if it requires a license or not, otherwise you could use it. Holger Schönberger technical director The day has 24 hours, if that does not suffice, I will take the night _ From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jason S Sent: Friday, August 28, 2015 8:04 PM To: softimage@listproc.autodesk.com Subject: Re: Multi-Layered .EXR - The revival... Indeed so it seems! and still looks very new because each renderer's output options (at least in the docs) make no mention of interleave options or the like. So I wonder what are generally the defaults for Multichannel EXR outputs. (hum...) On 08/28/15 8:36, Jens Lindgren wrote: Yeah you're right. But just using exr 2.x isn't enough to ensure multi-layered files are read fast. You have to save the exr in a specific way. From Nukes help: Notes on Rendering OpenEXR Files Nuke supports multi-part OpenEXR 2.0.1 files, which allow you to store your channels, layers, and views in separate parts of the file. Storing the data this way can make loading .exr files faster, as Nuke only has to access the part of the file that is requested rather than all parts. However, for backwards compatibility, you also have the option to render your .exr files as single-part images. To set how the data is stored in your rendered .exr file, open the Write properties and set interleave to: channels, layers and views - Write channels, layers, and views into the same part of the rendered .exr file. This creates a single-part file to ensure backwards compatibility with earlier versions of Nuke and other applications using an older OpenEXR library. channels and layers - Write channels and layers into the same part of the rendered .exr file, but separate views into their own part. This creates a multi-part file and can speed up Read performance, as Nuke only has to access the part of the file that is requested rather than all parts. channels - Separate channels, layers, and views into their own parts of the rendered .exr file. This creates a multi-part file and can speed up Read performance if you work with only a few layers at a time. So to have the same speed with multi-layered exr that you have with separate exr files, you have to use exr 2.x and only then you have the choice to save a file in what Nuke call channels and layers (fast) or channels (faster) mode. But this breaks backwards compatibility so the files can not be opened in applications that don't support exr 2. On Thu, Aug 27, 2015 at 7:17 PM, Jason S jasonsta...@gmail.com wrote: On 08/27/15 8:44, Jens Lindgren wrote: This slowness is solved with EXR 2.0 but Softimage isn't using that. Correction: MentalRay in SI may not be using that, but Arnold, Redshift, and 3Delight in SI do (among many other updates) Including things like VDB support etc... (None of which would have happened had there not been any usage/demand (more than a year post EOL) Recent changes (2015) for Arnold 3Delight for Softimage, (Redshift updates would just be too long to list) https://support.solidangle.com/display/SItoAUG Arnold for Softimage 3.8 July 13, 2015 * Faster export times overall on Windows (up to 20% faster). * Faster export of polygon meshes (up to 35% faster). * Much faster export of ICE instances (up to 5x faster) and ICE primitive cylinders, discs, cones, boxes (up to 3x faster). * Faster rendering when using SItoA shaders on Windows (up to 15% faster). 3.7 June 10 2015 * Faster cutout texture mapped opacity, with more accurate renders (in previous versions, an object was rendered more transparent when it was further away from the camera). * Multiple scattering for volumes: Indirect light in volumes now supports an arbitrary number of bounces instead of being fixed to one bounce. * Per-light volume contribution: A volume contribution scaling parameter was added to lights, similar to the existing diffuse and specular parameters. * Deep volume output support: Volumes are now visible in deep renders (note that older atmosphere shaders and volumetric mattes are not supported yet). * The volume property now shows the names of available grids in VDB files. *
Re: Multi-Layered .EXR - The revival...
Hum! interesting. So not to confuse multi-part with multi-channel! And until multi-part would become more common-place (question of time no doubt) , you could use a unique render manager with one of many unique features of converting your outputs to multipart EXR's as images are written. :) EXR Crop and EXR 2.0 Multi-Part Speed up compositing by huge factors, for one animation feature the speed gain was 100x (Depends on how much emtpy space your image has and how many layers the EXR file has ___ 3. If you use Nuke 8, then enable "Convert to EXR 2.0 Multi-Part images" in rrConfig, tab Image. This has an huge effect if you render Exr files with many render layers/elements (e.g. beauty, AO, specular, ...) If you load one layer/element from an Exr v1.0 files in Nuke, then Nuke has to load all layers, it loads the whole file. If you load one layer/element from an Exr v2.0 files in Nuke, then Nuke loads only the required layer. On 08/29/15 7:49, Schoenberger wrote: Hi make no mention of "interleave options" or the like. The "interleave option" is not what you are searching for. It is the "multi-part" that needs to be enabled. This way Nuke can read a part instead of the whole file. The interleave is just a setting which layers/channels get into a part. If your renderer or conversion tool writes multi-part images and you do not have any interleave option, then it is one AOV/render layer into one part. Afaik no renderer does this at the moment. Compability reasons. I have written a test app to print how your .exr file is organized, this can be used to check what kind of .exr your renderer writes. I have to check if it requires a license or not, otherwise you could use it. Holger Schnberger technical director The day has 24 hours, if that does not suffice, I will take the night From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jason S Sent: Friday, August 28, 2015 8:04 PM To: softimage@listproc.autodesk.com Subject: Re: Multi-Layered .EXR - The revival... Indeed so it seems! and still looks very new because each renderer's output options (at least in the docs) make no mention of "interleave options" or the like. So I wonder what are generally the defaults for Multichannel EXR outputs. (hum...) On 08/28/15 8:36, Jens Lindgren wrote: Yeah you're right. But just using exr 2.x isn't enough to ensure multi-layered files are read fast. You have to save the exr in a specific way. From Nukes help: Notes on Rendering OpenEXR Files Nuke supports multi-part OpenEXR 2.0.1 files, which allow you to store your channels, layers, and views in separate parts of the file. Storing the data this way can make loading .exrfiles faster, as Nuke only has to access the part of the file that is requested rather than all parts. However, for backwards compatibility, you also have the option to render your .exr files as single-part images. To set how the data is stored in your rendered .exr file, open the Write properties and set interleave to: channels, layers and views - Write channels, layers, and views into the same part of the rendered .exr file. This creates a single-part file to ensure backwards compatibility with earlier
Re: Friday Flashback #238
Hm - me getting it wrong is certainly a possibility. But when I'm picking my memory about this, little bits and pieces seem to bubble up. There was this studio owner who had a DS, and he came by all excited, asking me for a softimage 3D scene and corresponding render for testing. I was surprised since they didn’t do 3D at their studio - he explained it was for testing on the DS and I didn’t quite get what they were trying to do. The 'clip on the timeline, done with softimage 3D' (under the hood) sure sounds like what I have in mind. It surely wasn’t a 3D import, I don’t recall seeing any wireframe - just entering the path to the 3D scene and probably just horizontal and vertical transform parameters. Probably the texture scaled at SD video resolution was the source layer for the clip. I'm not sure on version - but it was '98 or '99, certainly before v4 , and quite possibly not a public release. I recall having a discussion about what sense it made to do a correction on a system that was billed 4 times more than a 3D station. If you had a correction, just send it to the people who made the 3D. In any case, what were the odds of having a client requesting a correction on shifting a texture a bit left or right on the 3D model, that was already rendered and delivered? It would be a miracle for that one to come up I thought. I remember looking for buckets vs scanlines being rendered to confirm that it was mental ray which didn’t do scanline to my knowledge - and remember that it seemed very slow. I did 3D on sgi/irix and DS being on win/intergraph, I expected rendering to be very fast on a PC. I was constantly asking my studio to get me one. Sounds like it might have happened - you tell me? -Original Message- From: Luc-Eric Rousseau Sent: Saturday, August 29, 2015 3:21 AM To: softimage@listproc.autodesk.com Subject: Re: Friday Flashback #238 I remember opening a softimage 3D asset in the DS timeline, and changing the texture placement on it, and having it re-render, right there in the editing timeline, with mental ray - 15 years ago. It wasn’t all that useful, but it hinted of some very exciting future links between 3D and editing/comp. Did you dream it? DS never really had that, they always dreamed of having mental ray or importing 3D scenes. In 1997 there was a pre-Sumatra demo shown around where you could create a 3D clip on the timeline and paint on it, that was built using Softimage|3D. It never passed the prototype stage. At one point a colleague put the dotXSI viewer as a plugin in DS and that was a demo which AFAIK never shipped. You could do basic 3D with the built-in Marquee tool in DS - a product Avid acquired - that's it. All of these were OpenGL only. That said, you were able to import Softimage|3D scenes in Eddie and render them in there. But then Avid drove a wedge between DS and XSI, Avid wasn't smart enough to scheme like that and AFAIK didn't do any such thing. Early on, we couldn't get anything done with the source code constantly changing by another team with their own priorities while we were trying to wind down and ship, so we branched out. After XSI V1.0, it was very difficult to consider merging back because it's emergencies after emergencies, and XSI wasn't made to run inside other application so it took over a lot of things that DS has other ideas for, and there were conflicting changes in both branches. Also their code version was increasingly not portable back to unix, something they don't care about. And it something would lead them to their demise as they couldn't port anything to Mac where Avid wanted to be. And we disagreed on many things. For example, the DS team wanting to control all the UI like the FCurve editor, but wanting to be focus on non-animators, or controlling the architecture of operators to conform it to their vision. So you're trying to make a 3D animation product, but you have to negotiate with another team that wants you do to things for them and their clients. You have to explain, justify and negotiate everything. Same thing for the mixer UI or the rendertree, they wanted to own that, but on their own terms. The principles of DS is that DS provides everything as shared service (ex: the FCurve editor, toolbars, menu, hotkey mapping, etc) and then you can plug your mini-app in it as a plug-in, a clip on its timeline. Only one such third party plugin was ever made, Toonz. In retrospect it's DS that should have been built on XSI, not the reverse - but DS shipped 2 years before XSI v1.0. Because 3D apps have become frameworks, XSI is the one that's the superset, with scripting, expressions, construction history, lots of viewport tools, etc. But in DS team's mind, the NLE market was 100 times bigger and the 3D market is shrinking, so it should be up to the 3D team to follow, not the reverse. Different points of views! In any case, nowadays it's kind of illogical to think of a Softimage as a
Re: Friday Flashback #238
' Each application also needed to go in directions that didn't make sense for the other. ' yes of course. I've always been hoping for more convergence/integration between 3D and comp in one streamlined package. but then there's the hard reality of studios, and their needs and projects - which lie elsewhere, 3D and postprod/editing being quite different crowds. -Original Message- From: Matt Lind Sent: Saturday, August 29, 2015 12:20 AM To: softimage@listproc.autodesk.com Subject: Re: Friday Flashback #238 If memory serves, the main reason for splitting DS and XSI was architectural, not sales driven. XSI needed more than DS could provide, and vice versa. Each application also needed to go in directions that didn't make sense for the other. 'Twister' was split for the incompatibility reasons as well. Yes, very exciting but unfulfilled dream. What should've been. Matt Date: Fri, 28 Aug 2015 22:40:20 +0200 From: pete...@skynet.be Subject: Re: Friday Flashback #238 To: softimage@listproc.autodesk.com ah DS discontinued by Avid and XSI discontinued by AD. and what?s there to fill that particular void? they shared architecture and interface to a degree, and both had some very interesting forward thinking (visionary?) concepts at their origin. I remember opening a softimage 3D asset in the DS timeline, and changing the texture placement on it, and having it re-render, right there in the editing timeline, with mental ray - 15 years ago. It wasn?t all that useful, but it hinted of some very exciting future links between 3D and editing/comp. But then Avid drove a wedge between DS and XSI, pushing DS into a very awkward position in the Avid portfolio, and XSI into a kind of no mans land ? like an unwanted child they ended up with, not knowing what to do with. Somehow, that child managed to survive Avid and even start to show promise, then got sold off to AD, and even survived that and prospered. A while. I guess the industry as a whole didn?t need that integrated Digital Studio, and few really used DS and XSI in tandem - but I feel we are all the poorer without it. Sure, there?s some interesting convergence happening between 3D and comp these days ? but how I miss that particular Softimage spin on it.