Re: Need help - Scene crashing on the farm - renders in the UI

2017-03-07 Thread Morten Bartholdy
Cool, thanks.

MB


> Den 7. marts 2017 klokken 17:18 skrev Oscar Juarez 
> :
> 
> 
> Nested procedurals, last time I tried it was supported.
> 
> On Tue, Mar 7, 2017 at 4:58 PM, Morten Bartholdy 
> wrote:
> 
> > That is actually a good idea. Do you know if I can have .ass files nested
> > in an .ass file, ie. ICE scattered standins inside the model .ass?
> >
> > MB
> >
> >
> >
> > > Den 7. marts 2017 klokken 16:26 skrev Oscar Juarez <
> > tridi.animei...@gmail.com>:
> > >
> > >
> > > Maybe for the sake of decoupling softimage completely but depending what
> > > you are rendering (static or moving), you could try to convert this whole
> > > model to an ass file and render that instead of the model itself.
> > >
> > > On Tue, Mar 7, 2017 at 3:58 PM, Morten Bartholdy 
> > > wrote:
> > >
> > > > I have done meticulous step by step troubleshooting going through each
> > ref
> > > > model, eliminating ref model and delta issues and it comes down to a
> > > > particular ref model making the scene crash on the farm. This model
> > renders
> > > > fine from its master scene, so I am guessing some combination of the
> > > > content - large displacements and large numbers of ICE scattered
> > standins
> > > > with high polycount, combined with passes, partitions and overrides
> > make it
> > > > crash, ie. a problem in the scene.
> > > >
> > > > I eventually rebuilt the scene so content and passes are as clean as
> > > > possible, and this scene crashes too.
> > > >
> > > > Incidently if I have done a renderregion and save after that, it will
> > save
> > > > the scene, but Softimage will hang, requiring me to kill it. I am on
> > 2015
> > > > R2 for various reasons - I recall 2015 R2SP2 has a considerable number
> > of
> > > > bugfixes. Could it perhaps be that R2 has a sort of memoryleak?
> > > >
> > > > MB
> > > >
> > > >
> > > > > Den 7. marts 2017 klokken 11:11 skrev Schoenberger <
> > x...@digidragon.de>:
> > > > >
> > > > >
> > > > >
> > > > >  |> overrrides and delta data is throwing Arnold off, or XSI off?
> > > > > "Cannot apply Delta Road"
> > > > > "CRASHED in C3DStaticCompArray"
> > > > >
> > > > > Both do not look like Arnold error messages.
> > > > > Arnold does not know anything about deltas. It just asks Soft for the
> > > > final geo.
> > > > >
> > > > >
> > > > > Holger Schönberger
> > > > > technical director
> > > > > The day has 24 hours, if that does not suffice, I will take the night
> > > > >
> > > > >
> > > > >
> > > > >  |> -Original Message-
> > > > >  |> From: softimage-boun...@listproc.autodesk.com
> > > > >  |> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf
> > > > >  |> Of Morten Bartholdy
> > > > >  |> Sent: Monday, March 06, 2017 11:54 AM
> > > > >  |> To: Official Softimage Users Mailing
> > > > >  |> List.https://groups.google.com/forum/#!forum/xsi_list
> > > > >  |> Subject: RE: Need help - Scene crashing on the farm -
> > > > >  |> renders in the UI
> > > > >  |>
> > > > >  |> Thanks Holger,
> > > > >  |>
> > > > >  |> So what you are saying that some combination of content,
> > > > >  |> overrrides and delta data is throwing Arnold off, or XSI off?
> > > > >  |>
> > > > >  |> I made referenced models local but it still crashes.
> > > > >  |>
> > > > >  |> I think I have narrowed the problem down to a particular
> > > > >  |> version of my environment by using a backup of an older
> > > > >  |> version which renders fine.
> > > > >  |>
> > > > >  |> Weird thing is my new environment renders fine in its own
> > > > >  |> scene, but not in the production scene with passes and overrides.
> > > > >  |>
> > > > >  |> Tough one, but thanks for the insight.
> > > > >  |>
> > > > >  |> Cheers
> > > > >
> > > > >
> > > > > --
> > > > > Softimage Mailing List.
> > > > > To unsubscribe, send a mail to softimage-request@listproc.
> > autodesk.com
> > > > with "unsubscribe" in the subject, and reply to confirm.
> > > >
> > > > --
> > > > Softimage Mailing List.
> > > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> > > > with "unsubscribe" in the subject, and reply to confirm.
> > > >
> > > --
> > > Softimage Mailing List.
> > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> > with "unsubscribe" in the subject, and reply to confirm.
> >
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> > with "unsubscribe" in the subject, and reply to confirm.
> >
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> "unsubscribe" in the subject, and reply to confirm.

--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Need help - Scene crashing on the farm - renders in the UI

2017-03-07 Thread Oscar Juarez
Nested procedurals, last time I tried it was supported.

On Tue, Mar 7, 2017 at 4:58 PM, Morten Bartholdy 
wrote:

> That is actually a good idea. Do you know if I can have .ass files nested
> in an .ass file, ie. ICE scattered standins inside the model .ass?
>
> MB
>
>
>
> > Den 7. marts 2017 klokken 16:26 skrev Oscar Juarez <
> tridi.animei...@gmail.com>:
> >
> >
> > Maybe for the sake of decoupling softimage completely but depending what
> > you are rendering (static or moving), you could try to convert this whole
> > model to an ass file and render that instead of the model itself.
> >
> > On Tue, Mar 7, 2017 at 3:58 PM, Morten Bartholdy 
> > wrote:
> >
> > > I have done meticulous step by step troubleshooting going through each
> ref
> > > model, eliminating ref model and delta issues and it comes down to a
> > > particular ref model making the scene crash on the farm. This model
> renders
> > > fine from its master scene, so I am guessing some combination of the
> > > content - large displacements and large numbers of ICE scattered
> standins
> > > with high polycount, combined with passes, partitions and overrides
> make it
> > > crash, ie. a problem in the scene.
> > >
> > > I eventually rebuilt the scene so content and passes are as clean as
> > > possible, and this scene crashes too.
> > >
> > > Incidently if I have done a renderregion and save after that, it will
> save
> > > the scene, but Softimage will hang, requiring me to kill it. I am on
> 2015
> > > R2 for various reasons - I recall 2015 R2SP2 has a considerable number
> of
> > > bugfixes. Could it perhaps be that R2 has a sort of memoryleak?
> > >
> > > MB
> > >
> > >
> > > > Den 7. marts 2017 klokken 11:11 skrev Schoenberger <
> x...@digidragon.de>:
> > > >
> > > >
> > > >
> > > >  |> overrrides and delta data is throwing Arnold off, or XSI off?
> > > > "Cannot apply Delta Road"
> > > > "CRASHED in C3DStaticCompArray"
> > > >
> > > > Both do not look like Arnold error messages.
> > > > Arnold does not know anything about deltas. It just asks Soft for the
> > > final geo.
> > > >
> > > >
> > > > Holger Schönberger
> > > > technical director
> > > > The day has 24 hours, if that does not suffice, I will take the night
> > > >
> > > >
> > > >
> > > >  |> -Original Message-
> > > >  |> From: softimage-boun...@listproc.autodesk.com
> > > >  |> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf
> > > >  |> Of Morten Bartholdy
> > > >  |> Sent: Monday, March 06, 2017 11:54 AM
> > > >  |> To: Official Softimage Users Mailing
> > > >  |> List.https://groups.google.com/forum/#!forum/xsi_list
> > > >  |> Subject: RE: Need help - Scene crashing on the farm -
> > > >  |> renders in the UI
> > > >  |>
> > > >  |> Thanks Holger,
> > > >  |>
> > > >  |> So what you are saying that some combination of content,
> > > >  |> overrrides and delta data is throwing Arnold off, or XSI off?
> > > >  |>
> > > >  |> I made referenced models local but it still crashes.
> > > >  |>
> > > >  |> I think I have narrowed the problem down to a particular
> > > >  |> version of my environment by using a backup of an older
> > > >  |> version which renders fine.
> > > >  |>
> > > >  |> Weird thing is my new environment renders fine in its own
> > > >  |> scene, but not in the production scene with passes and overrides.
> > > >  |>
> > > >  |> Tough one, but thanks for the insight.
> > > >  |>
> > > >  |> Cheers
> > > >
> > > >
> > > > --
> > > > Softimage Mailing List.
> > > > To unsubscribe, send a mail to softimage-request@listproc.
> autodesk.com
> > > with "unsubscribe" in the subject, and reply to confirm.
> > >
> > > --
> > > Softimage Mailing List.
> > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> > > with "unsubscribe" in the subject, and reply to confirm.
> > >
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Need help - Scene crashing on the farm - renders in the UI

2017-03-07 Thread Morten Bartholdy
That is actually a good idea. Do you know if I can have .ass files nested in an 
.ass file, ie. ICE scattered standins inside the model .ass?

MB



> Den 7. marts 2017 klokken 16:26 skrev Oscar Juarez 
> :
> 
> 
> Maybe for the sake of decoupling softimage completely but depending what
> you are rendering (static or moving), you could try to convert this whole
> model to an ass file and render that instead of the model itself.
> 
> On Tue, Mar 7, 2017 at 3:58 PM, Morten Bartholdy 
> wrote:
> 
> > I have done meticulous step by step troubleshooting going through each ref
> > model, eliminating ref model and delta issues and it comes down to a
> > particular ref model making the scene crash on the farm. This model renders
> > fine from its master scene, so I am guessing some combination of the
> > content - large displacements and large numbers of ICE scattered standins
> > with high polycount, combined with passes, partitions and overrides make it
> > crash, ie. a problem in the scene.
> >
> > I eventually rebuilt the scene so content and passes are as clean as
> > possible, and this scene crashes too.
> >
> > Incidently if I have done a renderregion and save after that, it will save
> > the scene, but Softimage will hang, requiring me to kill it. I am on 2015
> > R2 for various reasons - I recall 2015 R2SP2 has a considerable number of
> > bugfixes. Could it perhaps be that R2 has a sort of memoryleak?
> >
> > MB
> >
> >
> > > Den 7. marts 2017 klokken 11:11 skrev Schoenberger :
> > >
> > >
> > >
> > >  |> overrrides and delta data is throwing Arnold off, or XSI off?
> > > "Cannot apply Delta Road"
> > > "CRASHED in C3DStaticCompArray"
> > >
> > > Both do not look like Arnold error messages.
> > > Arnold does not know anything about deltas. It just asks Soft for the
> > final geo.
> > >
> > >
> > > Holger Schönberger
> > > technical director
> > > The day has 24 hours, if that does not suffice, I will take the night
> > >
> > >
> > >
> > >  |> -Original Message-
> > >  |> From: softimage-boun...@listproc.autodesk.com
> > >  |> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf
> > >  |> Of Morten Bartholdy
> > >  |> Sent: Monday, March 06, 2017 11:54 AM
> > >  |> To: Official Softimage Users Mailing
> > >  |> List.https://groups.google.com/forum/#!forum/xsi_list
> > >  |> Subject: RE: Need help - Scene crashing on the farm -
> > >  |> renders in the UI
> > >  |>
> > >  |> Thanks Holger,
> > >  |>
> > >  |> So what you are saying that some combination of content,
> > >  |> overrrides and delta data is throwing Arnold off, or XSI off?
> > >  |>
> > >  |> I made referenced models local but it still crashes.
> > >  |>
> > >  |> I think I have narrowed the problem down to a particular
> > >  |> version of my environment by using a backup of an older
> > >  |> version which renders fine.
> > >  |>
> > >  |> Weird thing is my new environment renders fine in its own
> > >  |> scene, but not in the production scene with passes and overrides.
> > >  |>
> > >  |> Tough one, but thanks for the insight.
> > >  |>
> > >  |> Cheers
> > >
> > >
> > > --
> > > Softimage Mailing List.
> > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> > with "unsubscribe" in the subject, and reply to confirm.
> >
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> > with "unsubscribe" in the subject, and reply to confirm.
> >
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> "unsubscribe" in the subject, and reply to confirm.

--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

RE: Need help - Scene crashing on the farm - renders in the UI

2017-03-07 Thread Matt Lind
If the scene is only crashing during render from XSIBatch, then you need to 
start checking for tools/properties that invoke any kind of a graphics call. 
XSIBatch does not support anything that invokes drawing of graphics or 
anything that calls such an API to do work.  That'll induce a crash.

2015 does fix bugs, but it also has a good number of regressions.  Which 
version is best is specified to your needs, but I think 2014 SP2 is a better 
bet in the stability department.

Matt




Date: Tue, 7 Mar 2017 15:58:32 +0100 (CET)
From: Morten Bartholdy 
Subject: RE: Need help - Scene crashing on the farm - renders in the
UI
To: "Official Softimage Users Mailing List.

I have done meticulous step by step troubleshooting going through each ref 
model, eliminating ref model and delta issues and it comes down to a 
particular ref model making the scene crash on the farm. This model renders 
fine from its master scene, so I am guessing some combination of the 
content - large displacements and large numbers of ICE scattered standins 
with high polycount, combined with passes, partitions and overrides make it 
crash, ie. a problem in the scene.

I eventually rebuilt the scene so content and passes are as clean as 
possible, and this scene crashes too.

Incidently if I have done a renderregion and save after that, it will save 
the scene, but Softimage will hang, requiring me to kill it. I am on 2015 R2 
for various reasons - I recall 2015 R2SP2 has a considerable number of 
bugfixes. Could it perhaps be that R2 has a sort of memoryleak?

MB


--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.


Re: Need help - Scene crashing on the farm - renders in the UI

2017-03-07 Thread Oscar Juarez
Maybe for the sake of decoupling softimage completely but depending what
you are rendering (static or moving), you could try to convert this whole
model to an ass file and render that instead of the model itself.

On Tue, Mar 7, 2017 at 3:58 PM, Morten Bartholdy 
wrote:

> I have done meticulous step by step troubleshooting going through each ref
> model, eliminating ref model and delta issues and it comes down to a
> particular ref model making the scene crash on the farm. This model renders
> fine from its master scene, so I am guessing some combination of the
> content - large displacements and large numbers of ICE scattered standins
> with high polycount, combined with passes, partitions and overrides make it
> crash, ie. a problem in the scene.
>
> I eventually rebuilt the scene so content and passes are as clean as
> possible, and this scene crashes too.
>
> Incidently if I have done a renderregion and save after that, it will save
> the scene, but Softimage will hang, requiring me to kill it. I am on 2015
> R2 for various reasons - I recall 2015 R2SP2 has a considerable number of
> bugfixes. Could it perhaps be that R2 has a sort of memoryleak?
>
> MB
>
>
> > Den 7. marts 2017 klokken 11:11 skrev Schoenberger :
> >
> >
> >
> >  |> overrrides and delta data is throwing Arnold off, or XSI off?
> > "Cannot apply Delta Road"
> > "CRASHED in C3DStaticCompArray"
> >
> > Both do not look like Arnold error messages.
> > Arnold does not know anything about deltas. It just asks Soft for the
> final geo.
> >
> >
> > Holger Schönberger
> > technical director
> > The day has 24 hours, if that does not suffice, I will take the night
> >
> >
> >
> >  |> -Original Message-
> >  |> From: softimage-boun...@listproc.autodesk.com
> >  |> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf
> >  |> Of Morten Bartholdy
> >  |> Sent: Monday, March 06, 2017 11:54 AM
> >  |> To: Official Softimage Users Mailing
> >  |> List.https://groups.google.com/forum/#!forum/xsi_list
> >  |> Subject: RE: Need help - Scene crashing on the farm -
> >  |> renders in the UI
> >  |>
> >  |> Thanks Holger,
> >  |>
> >  |> So what you are saying that some combination of content,
> >  |> overrrides and delta data is throwing Arnold off, or XSI off?
> >  |>
> >  |> I made referenced models local but it still crashes.
> >  |>
> >  |> I think I have narrowed the problem down to a particular
> >  |> version of my environment by using a backup of an older
> >  |> version which renders fine.
> >  |>
> >  |> Weird thing is my new environment renders fine in its own
> >  |> scene, but not in the production scene with passes and overrides.
> >  |>
> >  |> Tough one, but thanks for the insight.
> >  |>
> >  |> Cheers
> >
> >
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Road to Realtime-Rendering - Unreal Engine 4 @GDC

2017-03-07 Thread Eric Turman
...and then there is this too:
http://www.polygon.com/2017/3/1/14777806/gdc-epic-rogue-one-star-wars-k2so

On Mon, Mar 6, 2017 at 1:23 AM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> I saw this and got blanked.
> Because this is the same back when they advertised DVD "extra" angle
> scenes by "pushing a button" on your remote control.
> Working more (deviating the story) means they ought to pay us more (4
> timelines in 1 for RT (i.example))...
> Because at the end of the day that´s where it all boils down: more
> "alternative" stories, more characters, more texturing, more work...
> and...more pay?
>
> If so, let´s check it. If they ae going to keep on crunching hours for
> this... I mean, we already have it bad as it is with cruch times, right?
>
> Storywise? see first sentence.
>
> Cheers.
>
> On Thu, Mar 2, 2017 at 9:05 AM, Enter Reality <3dv...@gmail.com> wrote:
>
>> Yesterday at GDC Epic Games presented some of the innovating way the
>> Unreal Engine 4 has been used in many different ways, creating many
>> different solutions for both gaming and non-gaming projects, including
>> realtime Automotive ads, movies and so on.
>>
>> Especially behind CG in movies, the general idea is to have a realtime
>> visual feedback on characters and environments, in order to drastically
>> reduce the production pipeline workflow, allowing the artists to see the
>> results in realtime.
>>
>> Since lots of you works in the industry ( ads, movies ), what you think
>> about this?
>>
>> This kind of interactive feedback and development is something you wish
>> to try ( or you already developed a similar solution )?
>>
>> Epic Games @GDC 2017 
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
> Portfolio 2013 
> Cinema & TV production
> Video Reel 
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



-- 




-=T=-
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

RE: Need help - Scene crashing on the farm - renders in the UI

2017-03-07 Thread Morten Bartholdy
I have done meticulous step by step troubleshooting going through each ref 
model, eliminating ref model and delta issues and it comes down to a particular 
ref model making the scene crash on the farm. This model renders fine from its 
master scene, so I am guessing some combination of the content - large 
displacements and large numbers of ICE scattered standins with high polycount, 
combined with passes, partitions and overrides make it crash, ie. a problem in 
the scene.

I eventually rebuilt the scene so content and passes are as clean as possible, 
and this scene crashes too.

Incidently if I have done a renderregion and save after that, it will save the 
scene, but Softimage will hang, requiring me to kill it. I am on 2015 R2 for 
various reasons - I recall 2015 R2SP2 has a considerable number of bugfixes. 
Could it perhaps be that R2 has a sort of memoryleak?

MB


> Den 7. marts 2017 klokken 11:11 skrev Schoenberger :
> 
> 
> 
>  |> overrrides and delta data is throwing Arnold off, or XSI off?
> "Cannot apply Delta Road"
> "CRASHED in C3DStaticCompArray"
> 
> Both do not look like Arnold error messages.
> Arnold does not know anything about deltas. It just asks Soft for the final 
> geo.
> 
> 
> Holger Schönberger
> technical director
> The day has 24 hours, if that does not suffice, I will take the night
> 
> 
> 
>  |> -Original Message-
>  |> From: softimage-boun...@listproc.autodesk.com
>  |> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf
>  |> Of Morten Bartholdy
>  |> Sent: Monday, March 06, 2017 11:54 AM
>  |> To: Official Softimage Users Mailing
>  |> List.https://groups.google.com/forum/#!forum/xsi_list
>  |> Subject: RE: Need help - Scene crashing on the farm -
>  |> renders in the UI
>  |>
>  |> Thanks Holger,
>  |>
>  |> So what you are saying that some combination of content,
>  |> overrrides and delta data is throwing Arnold off, or XSI off?
>  |>
>  |> I made referenced models local but it still crashes.
>  |>
>  |> I think I have narrowed the problem down to a particular
>  |> version of my environment by using a backup of an older
>  |> version which renders fine.
>  |>
>  |> Weird thing is my new environment renders fine in its own
>  |> scene, but not in the production scene with passes and overrides.
>  |>
>  |> Tough one, but thanks for the insight.
>  |>
>  |> Cheers
> 
> 
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> "unsubscribe" in the subject, and reply to confirm.

--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: houdini question (and where to ask)

2017-03-07 Thread Fabricio Chamon
thanks for all the insights guys, much appreciated!

2017-03-07 11:41 GMT+01:00 Andy Nicholas :

> That's good to know, thanks :)
>
>
> On 07/03/2017 10:06, Christopher Crouzet wrote:
>
> I naively compared the AttribPromote with an AttribWrangle in detail mode,
> and the results were much (much) faster with the AttribPromote, so I assume
> it is multi-threaded and would be hard to beat with any sort of wrangle
> trickery.
>
> I'm still stuck with H13 so I didn't know about the numbers mode, that's
> neat!
>
>
> On 7 March 2017 at 16:43, Andy Nicholas  wrote:
>
>> Andy, the O(N) thing got me thinking and realized that instead of running
>> the attrib wrangle in detail mode, which uses only a single thread, it'd be
>> possible to generate say 4 points and, in a point wrangle, let each of
>> these points process 1/4th of the array, thus effectively running the same
>> logic on 4 threads! Another attrib wrangle is then needed in post to sum up
>> the result from each point. Well, in all honesty I don't think there'll
>> ever be a use case for it :)
>>
>>
>> Yes absolutely! Definitely a good approach if you're after performance.
>> It'd be interesting to do a comparison between that and an Attribute
>> Promote SOP to see which is faster. I suspect (i.e. hope) the Attribute
>> Promote SOP is multithreaded, so probably no major advantage.
>>
>> BTW, you don't even need to generate the 4 points as you've got the Run
>> Over "Numbers" mode which will do the same. You can save the result into a
>> detail array attribute and analyse it in a Detail Wrangle. Just takes a bit
>> more management to set it up.
>>
>>
>>
>>
>> On 07/03/2017 01:35, Christopher Crouzet wrote:
>>
>> Wow, I shouldn't have wrote that late last night, I completely mixed
>> things up in my previous post, sorry!
>>
>> I'll try again! With a ramp, you have the source (input) values on the X
>> axis, and the target (output) values on the Y axis. If either your source
>> or target values aren't in the range [0, 1], you can remap them using a
>> simple float parameter (to use as a simple multiplier if your desired lower
>> bound is 0), or a float2 parameter to precisely control the desired range.
>>
>> It seems to be a standard practice in Houdini since they use it for some
>> built-in nodes, such as the Pyro SHOP.
>>
>> Andy, the O(N) thing got me thinking and realized that instead of running
>> the attrib wrangle in detail mode, which uses only a single thread, it'd be
>> possible to generate say 4 points and, in a point wrangle, let each of
>> these points process 1/4th of the array, thus effectively running the same
>> logic on 4 threads! Another attrib wrangle is then needed in post to sum up
>> the result from each point. Well, in all honesty I don't think there'll
>> ever be a use case for it :)
>>
>>
>> On 7 March 2017 at 01:14, Olivier Jeannel  wrote:
>>
>>> Ok we agree.
>>>
>>>
>>> On Monday, March 6, 2017, Jonathan Moore 
>>> wrote:
>>>
 As far as I understood it Oliver, the spline version of the Houdini
 Ramp only operates in the zero to one range. You re-fit the values
 pre/post/ or both to suite your needs.



 I get that this doesn’t match the UX of FCurves in XSI, but I’ve always
 understood Ramp’s in Houdini to be more of a lower level discrete element
 in visual programing terms.



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Olivier Jeannel
 *Sent:* 06 March 2017 17:31
 *To:* Official Softimage Users Mailing List.
 https://groups.google.com/forum/#!forum/xsi_list <
 softimage@listproc.autodesk.com>
 *Subject:* Re: houdini question (and where to ask)



 Not sure I get it Christopher (not in front of H)

 Does your trick actualy change the graph visualy ?

 In short, can I see the negative x & y values ?

 On Monday, March 6, 2017, Christopher Crouzet <
 christopher.crou...@gmail.com> wrote:

 Indeed, which is why I mentioned the “detail” mode which brings you
 back to O(N). Not saying that one approach is better than the other though,
 only that it is possible.



 On 7 March 2017 at 00:12, Andy Nicholas  wrote:

 Yep it is possible, but you wouldn't want to do it because each
 calculation of the maximum value would be running across N points to
 calculate that. That'd make it an O(N^2) operation, albeit spread over
 multiple threads.

 It might seem like a pain to have to do this in advance using an
 Attribute Promote, but by doing so, it's actually forcing you to work in a
 more efficient way. Go with it ;)



 On 06/03/2017 16:32, Christopher Crouzet wrote:

 It *is* possible to retrieve the maximum value in a VOP since nothing
 

Re: houdini question (and where to ask)

2017-03-07 Thread Andy Nicholas

That's good to know, thanks :)

On 07/03/2017 10:06, Christopher Crouzet wrote:
I naively compared the AttribPromote with an AttribWrangle in detail 
mode, and the results were much (much) faster with the AttribPromote, 
so I assume it is multi-threaded and would be hard to beat with any 
sort of wrangle trickery.


I'm still stuck with H13 so I didn't know about the numbers mode, 
that's neat!



On 7 March 2017 at 16:43, Andy Nicholas > wrote:



Andy, the O(N) thing got me thinking and realized that instead of
running the attrib wrangle in detail mode, which uses only a
single thread, it'd be possible to generate say 4 points and, in
a point wrangle, let each of these points process 1/4th of the
array, thus effectively running the same logic on 4 threads!
Another attrib wrangle is then needed in post to sum up the
result from each point. Well, in all honesty I don't think
there'll ever be a use case for it :)


Yes absolutely! Definitely a good approach if you're after
performance. It'd be interesting to do a comparison between that
and an Attribute Promote SOP to see which is faster. I suspect
(i.e. hope) the Attribute Promote SOP is multithreaded, so
probably no major advantage.

BTW, you don't even need to generate the 4 points as you've got
the Run Over "Numbers" mode which will do the same. You can save
the result into a detail array attribute and analyse it in a
Detail Wrangle. Just takes a bit more management to set it up.




On 07/03/2017 01:35, Christopher Crouzet wrote:

Wow, I shouldn't have wrote that late last night, I completely
mixed things up in my previous post, sorry!

I'll try again! With a ramp, you have the source (input) values
on the X axis, and the target (output) values on the Y axis. If
either your source or target values aren't in the range [0, 1],
you can remap them using a simple float parameter (to use as a
simple multiplier if your desired lower bound is 0), or a float2
parameter to precisely control the desired range.

It seems to be a standard practice in Houdini since they use it
for some built-in nodes, such as the Pyro SHOP.

Andy, the O(N) thing got me thinking and realized that instead of
running the attrib wrangle in detail mode, which uses only a
single thread, it'd be possible to generate say 4 points and, in
a point wrangle, let each of these points process 1/4th of the
array, thus effectively running the same logic on 4 threads!
Another attrib wrangle is then needed in post to sum up the
result from each point. Well, in all honesty I don't think
there'll ever be a use case for it :)


On 7 March 2017 at 01:14, Olivier Jeannel > wrote:

Ok we agree.


On Monday, March 6, 2017, Jonathan Moore
> wrote:

As far as I understood it Oliver, the spline version of
the Houdini Ramp only operates in the zero to one range.
You re-fit the values pre/post/ or both to suite your needs.

I get that this doesn’t match the UX of FCurves in XSI,
but I’ve always understood Ramp’s in Houdini to be more
of a lower level discrete element in visual programing terms.

*From:*softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] *On
Behalf Of *Olivier Jeannel
*Sent:* 06 March 2017 17:31
*To:* Official Softimage Users Mailing List.
https://groups.google.com/forum/#!forum/xsi_list


*Subject:* Re: houdini question (and where to ask)

Not sure I get it Christopher (not in front of H)

Does your trick actualy change the graph visualy ?

In short, can I see the negative x & y values ?

On Monday, March 6, 2017, Christopher Crouzet
 wrote:

Indeed, which is why I mentioned the “detail” mode
which brings you back to O(N). Not saying that one
approach is better than the other though, only that
it is possible.

On 7 March 2017 at 00:12, Andy Nicholas
 wrote:

Yep it is possible, but you wouldn't want to do
it because each calculation of the maximum value
would be running across N points to calculate
that. That'd make it an O(N^2) operation, albeit
spread over multiple threads.

It might seem like a pain to have to do this in
   

RE: Need help - Scene crashing on the farm - renders in the UI

2017-03-07 Thread Schoenberger

 |> overrrides and delta data is throwing Arnold off, or XSI off?
"Cannot apply Delta Road"
"CRASHED in C3DStaticCompArray"

Both do not look like Arnold error messages.
Arnold does not know anything about deltas. It just asks Soft for the final geo.


Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night



 |> -Original Message-
 |> From: softimage-boun...@listproc.autodesk.com
 |> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf
 |> Of Morten Bartholdy
 |> Sent: Monday, March 06, 2017 11:54 AM
 |> To: Official Softimage Users Mailing
 |> List.https://groups.google.com/forum/#!forum/xsi_list
 |> Subject: RE: Need help - Scene crashing on the farm -
 |> renders in the UI
 |>
 |> Thanks Holger,
 |>
 |> So what you are saying that some combination of content,
 |> overrrides and delta data is throwing Arnold off, or XSI off?
 |>
 |> I made referenced models local but it still crashes.
 |>
 |> I think I have narrowed the problem down to a particular
 |> version of my environment by using a backup of an older
 |> version which renders fine.
 |>
 |> Weird thing is my new environment renders fine in its own
 |> scene, but not in the production scene with passes and overrides.
 |>
 |> Tough one, but thanks for the insight.
 |>
 |> Cheers


--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: houdini question (and where to ask)

2017-03-07 Thread Christopher Crouzet
I naively compared the AttribPromote with an AttribWrangle in detail mode,
and the results were much (much) faster with the AttribPromote, so I assume
it is multi-threaded and would be hard to beat with any sort of wrangle
trickery.

I'm still stuck with H13 so I didn't know about the numbers mode, that's
neat!


On 7 March 2017 at 16:43, Andy Nicholas  wrote:

> Andy, the O(N) thing got me thinking and realized that instead of running
> the attrib wrangle in detail mode, which uses only a single thread, it'd be
> possible to generate say 4 points and, in a point wrangle, let each of
> these points process 1/4th of the array, thus effectively running the same
> logic on 4 threads! Another attrib wrangle is then needed in post to sum up
> the result from each point. Well, in all honesty I don't think there'll
> ever be a use case for it :)
>
>
> Yes absolutely! Definitely a good approach if you're after performance.
> It'd be interesting to do a comparison between that and an Attribute
> Promote SOP to see which is faster. I suspect (i.e. hope) the Attribute
> Promote SOP is multithreaded, so probably no major advantage.
>
> BTW, you don't even need to generate the 4 points as you've got the Run
> Over "Numbers" mode which will do the same. You can save the result into a
> detail array attribute and analyse it in a Detail Wrangle. Just takes a bit
> more management to set it up.
>
>
>
>
> On 07/03/2017 01:35, Christopher Crouzet wrote:
>
> Wow, I shouldn't have wrote that late last night, I completely mixed
> things up in my previous post, sorry!
>
> I'll try again! With a ramp, you have the source (input) values on the X
> axis, and the target (output) values on the Y axis. If either your source
> or target values aren't in the range [0, 1], you can remap them using a
> simple float parameter (to use as a simple multiplier if your desired lower
> bound is 0), or a float2 parameter to precisely control the desired range.
>
> It seems to be a standard practice in Houdini since they use it for some
> built-in nodes, such as the Pyro SHOP.
>
> Andy, the O(N) thing got me thinking and realized that instead of running
> the attrib wrangle in detail mode, which uses only a single thread, it'd be
> possible to generate say 4 points and, in a point wrangle, let each of
> these points process 1/4th of the array, thus effectively running the same
> logic on 4 threads! Another attrib wrangle is then needed in post to sum up
> the result from each point. Well, in all honesty I don't think there'll
> ever be a use case for it :)
>
>
> On 7 March 2017 at 01:14, Olivier Jeannel  wrote:
>
>> Ok we agree.
>>
>>
>> On Monday, March 6, 2017, Jonathan Moore 
>> wrote:
>>
>>> As far as I understood it Oliver, the spline version of the Houdini Ramp
>>> only operates in the zero to one range. You re-fit the values pre/post/ or
>>> both to suite your needs.
>>>
>>>
>>>
>>> I get that this doesn’t match the UX of FCurves in XSI, but I’ve always
>>> understood Ramp’s in Houdini to be more of a lower level discrete element
>>> in visual programing terms.
>>>
>>>
>>>
>>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Olivier Jeannel
>>> *Sent:* 06 March 2017 17:31
>>> *To:* Official Softimage Users Mailing List.
>>> https://groups.google.com/forum/#!forum/xsi_list <
>>> softimage@listproc.autodesk.com>
>>> *Subject:* Re: houdini question (and where to ask)
>>>
>>>
>>>
>>> Not sure I get it Christopher (not in front of H)
>>>
>>> Does your trick actualy change the graph visualy ?
>>>
>>> In short, can I see the negative x & y values ?
>>>
>>> On Monday, March 6, 2017, Christopher Crouzet <
>>> christopher.crou...@gmail.com> wrote:
>>>
>>> Indeed, which is why I mentioned the “detail” mode which brings you back
>>> to O(N). Not saying that one approach is better than the other though, only
>>> that it is possible.
>>>
>>>
>>>
>>> On 7 March 2017 at 00:12, Andy Nicholas  wrote:
>>>
>>> Yep it is possible, but you wouldn't want to do it because each
>>> calculation of the maximum value would be running across N points to
>>> calculate that. That'd make it an O(N^2) operation, albeit spread over
>>> multiple threads.
>>>
>>> It might seem like a pain to have to do this in advance using an
>>> Attribute Promote, but by doing so, it's actually forcing you to work in a
>>> more efficient way. Go with it ;)
>>>
>>>
>>>
>>> On 06/03/2017 16:32, Christopher Crouzet wrote:
>>>
>>> It *is* possible to retrieve the maximum value in a VOP since nothing
>>> stops anyone from manually iterating through all the points of the
>>> geometry. This kind of operation might be more suited in “detail” mode
>>> though.
>>>
>>> Also, having the ramp normalized to the [0, 1] range in both the X and Y
>>> axis is usually “workarounded” by adding a float parameter for the
>>> amplitude (Y axis) that 

Re: houdini question (and where to ask)

2017-03-07 Thread Andy Nicholas
Andy, the O(N) thing got me thinking and realized that instead of 
running the attrib wrangle in detail mode, which uses only a single 
thread, it'd be possible to generate say 4 points and, in a point 
wrangle, let each of these points process 1/4th of the array, thus 
effectively running the same logic on 4 threads! Another attrib 
wrangle is then needed in post to sum up the result from each point. 
Well, in all honesty I don't think there'll ever be a use case for it :)


Yes absolutely! Definitely a good approach if you're after performance. 
It'd be interesting to do a comparison between that and an Attribute 
Promote SOP to see which is faster. I suspect (i.e. hope) the Attribute 
Promote SOP is multithreaded, so probably no major advantage.


BTW, you don't even need to generate the 4 points as you've got the Run 
Over "Numbers" mode which will do the same. You can save the result into 
a detail array attribute and analyse it in a Detail Wrangle. Just takes 
a bit more management to set it up.




On 07/03/2017 01:35, Christopher Crouzet wrote:
Wow, I shouldn't have wrote that late last night, I completely mixed 
things up in my previous post, sorry!


I'll try again! With a ramp, you have the source (input) values on the 
X axis, and the target (output) values on the Y axis. If either your 
source or target values aren't in the range [0, 1], you can remap them 
using a simple float parameter (to use as a simple multiplier if your 
desired lower bound is 0), or a float2 parameter to precisely control 
the desired range.


It seems to be a standard practice in Houdini since they use it for 
some built-in nodes, such as the Pyro SHOP.


Andy, the O(N) thing got me thinking and realized that instead of 
running the attrib wrangle in detail mode, which uses only a single 
thread, it'd be possible to generate say 4 points and, in a point 
wrangle, let each of these points process 1/4th of the array, thus 
effectively running the same logic on 4 threads! Another attrib 
wrangle is then needed in post to sum up the result from each point. 
Well, in all honesty I don't think there'll ever be a use case for it :)



On 7 March 2017 at 01:14, Olivier Jeannel > wrote:


Ok we agree.


On Monday, March 6, 2017, Jonathan Moore
> wrote:

As far as I understood it Oliver, the spline version of the
Houdini Ramp only operates in the zero to one range. You
re-fit the values pre/post/ or both to suite your needs.

I get that this doesn’t match the UX of FCurves in XSI, but
I’ve always understood Ramp’s in Houdini to be more of a lower
level discrete element in visual programing terms.

*From:*softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of
*Olivier Jeannel
*Sent:* 06 March 2017 17:31
*To:* Official Softimage Users Mailing List.
https://groups.google.com/forum/#!forum/xsi_list


*Subject:* Re: houdini question (and where to ask)

Not sure I get it Christopher (not in front of H)

Does your trick actualy change the graph visualy ?

In short, can I see the negative x & y values ?

On Monday, March 6, 2017, Christopher Crouzet
 wrote:

Indeed, which is why I mentioned the “detail” mode which
brings you back to O(N). Not saying that one approach is
better than the other though, only that it is possible.

On 7 March 2017 at 00:12, Andy Nicholas
 wrote:

Yep it is possible, but you wouldn't want to do it
because each calculation of the maximum value would be
running across N points to calculate that. That'd make
it an O(N^2) operation, albeit spread over multiple
threads.

It might seem like a pain to have to do this in
advance using an Attribute Promote, but by doing so,
it's actually forcing you to work in a more efficient
way. Go with it ;)



On 06/03/2017 16:32, Christopher Crouzet wrote:

It /is/ possible to retrieve the maximum value in
a VOP since nothing stops anyone from manually
iterating through all the points of the geometry.
This kind of operation might be more suited in
“detail” mode though.

Also, having the ramp normalized to the [0, 1]
range in both the X and Y axis is usually
“workarounded” by adding a float parameter for the
amplitude (Y