Re: 2014-2013
You may also want to consider exporting .mi files and having your farm service render using mr standalone if they have it. Or you could possibly do something similar with stand-ins/archives. There are often similar workflows for other renderers. And just a not on the 5 render nodes from command line, if you use a different renderer than mental ray, or are doing non-mental ray processing, you can run unlimited command line instances using the -processing flag. I haven't done it myself, but I suspect using vray with -processing can be pretty cost effective, since you get some rendernodes with your interactive license (right?) On Friday, July 5, 2013, Manny Papamanos wrote: Converting a scene is wasted time imo and may yield bad results at render due to passes and data that doesn’t port over. Personally, I would override the render manager and just render with xsibatch –render [“scenepath”] –skip in a command prompt. You can run on 5 separate terminals to one SI license. Manny Papamanos Autodesk Softimage and MotionBuilder Support From: softimage-boun...@listproc.autodesk.com javascript:; [mailto: softimage-boun...@listproc.autodesk.com javascript:;] On Behalf Of Rob Chapman Sent: Friday, July 05, 2013 8:31 AM To: softimage@listproc.autodesk.com javascript:; Subject: Re: 2014-2013 or try an earlier .xsi version export of the scene made into a model...? On 5 July 2013 12:41, Sandy Sutherland sandy.mailli...@gmail.comjavascript:; mailto:sandy.mailli...@gmail.com javascript:; wrote: Well you could write out caches - then export obj of geometry - go into the previous Softimage, import the obj - load the cache onto it and redo the texture - UV should go with the obj - camera you could try fbx. S. On 2013/07/05 12:38 PM, Pingo van der Brinkloev wrote: I don't evern have caches. This scene is so simple. I'm using 2 texture maps and everything else is super simple animation and geo. Isn't there a cheat? Somehow to get soft to think it's a 2013 scene? P On 05/07/2013, at 12.33, Sandy Sutherland sandy.mailli...@gmail.comjavascript:; mailto:sandy.mailli...@gmail.com javascript:; wrote:
Re: 2014-2013
Thanks all, Interesting thoughts. And good idea making archives. Also very nice trick to override the render manager. The render farm is Foxrenderfarm and they should be about to update to Softimage to 2014 - and latest Arnold, so I'm waiting for them now. - If they can't get it upgraded for my first project (I got three), then I'm gonna Bruteforce/Mirko-render it ;) This should teach me to not do productions in new versions if I don't have to. Cheers! P On 06/07/2013, at 21.15, Andy Jones andy.jo...@gmail.com wrote: You may also want to consider exporting .mi files and having your farm service render using mr standalone if they have it. Or you could possibly do something similar with stand-ins/archives. There are often similar workflows for other renderers. And just a not on the 5 render nodes from command line, if you use a different renderer than mental ray, or are doing non-mental ray processing, you can run unlimited command line instances using the -processing flag. I haven't done it myself, but I suspect using vray with -processing can be pretty cost effective, since you get some rendernodes with your interactive license (right?) On Friday, July 5, 2013, Manny Papamanos wrote: Converting a scene is wasted time imo and may yield bad results at render due to passes and data that doesn’t port over. Personally, I would override the render manager and just render with xsibatch –render [“scenepath”] –skip in a command prompt. You can run on 5 separate terminals to one SI license. Manny Papamanos Autodesk Softimage and MotionBuilder Support From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman Sent: Friday, July 05, 2013 8:31 AM To: softimage@listproc.autodesk.com Subject: Re: 2014-2013 or try an earlier .xsi version export of the scene made into a model...? On 5 July 2013 12:41, Sandy Sutherland sandy.mailli...@gmail.commailto:sandy.mailli...@gmail.com wrote: Well you could write out caches - then export obj of geometry - go into the previous Softimage, import the obj - load the cache onto it and redo the texture - UV should go with the obj - camera you could try fbx. S. On 2013/07/05 12:38 PM, Pingo van der Brinkloev wrote: I don't evern have caches. This scene is so simple. I'm using 2 texture maps and everything else is super simple animation and geo. Isn't there a cheat? Somehow to get soft to think it's a 2013 scene? P On 05/07/2013, at 12.33, Sandy Sutherland sandy.mailli...@gmail.commailto:sandy.mailli...@gmail.com wrote:
Re: 2014-2013
You would need to export your scenes to some kind of universal format (early fbx, obj etc) and then re-import to 2013. No easy solution unfortunately. On 5 July 2013 11:19, Pingo van der Brinkloev xsil...@comxnet.dk wrote: Hey, I'm running into some problems with render farm services that hasn't upgraded to soft 2014 yet (which I'm running - yay me) Can I somehow convert my scenes back to 2013? They're very simple... Sorry if this has been discussed before. Cheers Pingo -- www.matinai.com
Re: 2014-2013
and if you have animated characters situation gets even worse :( not sure if anyone tried to create geometry cache in 2014 and then get that cache into meshes in 2013? I guess it is easy to check that fast just to get some time :) On Fri, Jul 5, 2013 at 12:26 PM, Matt Morris matt...@gmail.com wrote: You would need to export your scenes to some kind of universal format (early fbx, obj etc) and then re-import to 2013. No easy solution unfortunately. On 5 July 2013 11:19, Pingo van der Brinkloev xsil...@comxnet.dk wrote: Hey, I'm running into some problems with render farm services that hasn't upgraded to soft 2014 yet (which I'm running - yay me) Can I somehow convert my scenes back to 2013? They're very simple... Sorry if this has been discussed before. Cheers Pingo -- www.matinai.com
Re: 2014-2013
It would be easy to get the caches back - just use MDD I should think - the only problem is getting textured geometry back - otherwise use obj and then redo texturing in the earlier version - or try .xsi/crosswalk - whichever - somehow think it will be difficult that side. S. On 2013/07/05 12:30 PM, Mirko Jankovic wrote: and if you have animated characters situation gets even worse :( not sure if anyone tried to create geometry cache in 2014 and then get that cache into meshes in 2013? I guess it is easy to check that fast just to get some time :)
Re: 2014-2013
I don't evern have caches. This scene is so simple. I'm using 2 texture maps and everything else is super simple animation and geo. Isn't there a cheat? Somehow to get soft to think it's a 2013 scene? P On 05/07/2013, at 12.33, Sandy Sutherland sandy.mailli...@gmail.com wrote: It would be easy to get the caches back - just use MDD I should think - the only problem is getting textured geometry back - otherwise use obj and then redo texturing in the earlier version - or try .xsi/crosswalk - whichever - somehow think it will be difficult that side. S. On 2013/07/05 12:30 PM, Mirko Jankovic wrote: and if you have animated characters situation gets even worse :( not sure if anyone tried to create geometry cache in 2014 and then get that cache into meshes in 2013? I guess it is easy to check that fast just to get some time :)
Re: 2014-2013
If scene is so simple how much render nodes do you need to render it out? maybe better to spend weekend rendering instead of converting? just a wild guess.. brute force :) On Fri, Jul 5, 2013 at 12:38 PM, Pingo van der Brinkloev xsil...@comxnet.dk wrote: I don't evern have caches. This scene is so simple. I'm using 2 texture maps and everything else is super simple animation and geo. Isn't there a cheat? Somehow to get soft to think it's a 2013 scene? P On 05/07/2013, at 12.33, Sandy Sutherland sandy.mailli...@gmail.com wrote: It would be easy to get the caches back - just use MDD I should think - the only problem is getting textured geometry back - otherwise use obj and then redo texturing in the earlier version - or try .xsi/crosswalk - whichever - somehow think it will be difficult that side. S. On 2013/07/05 12:30 PM, Mirko Jankovic wrote: and if you have animated characters situation gets even worse :( not sure if anyone tried to create geometry cache in 2014 and then get that cache into meshes in 2013? I guess it is easy to check that fast just to get some time :)
Re: 2014-2013
Well you could write out caches - then export obj of geometry - go into the previous Softimage, import the obj - load the cache onto it and redo the texture - UV should go with the obj - camera you could try fbx. S. On 2013/07/05 12:38 PM, Pingo van der Brinkloev wrote: I don't evern have caches. This scene is so simple. I'm using 2 texture maps and everything else is super simple animation and geo. Isn't there a cheat? Somehow to get soft to think it's a 2013 scene? P On 05/07/2013, at 12.33, Sandy Sutherland sandy.mailli...@gmail.com wrote:
RE: 2014-2013
Hello, Sandy's cache suggestion will work; unfortunately there is no save as option to save the scene as a older version of Soft. We sometimes need to cache geo/animation from one version of software to another and this works for us! Hopefully you can get your renderfarm updated to 2014 shortly! Jeremy From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Sandy Sutherland [sandy.mailli...@gmail.com] Sent: 05 July 2013 11:41 To: softimage@listproc.autodesk.com Subject: Re: 2014-2013 Well you could write out caches - then export obj of geometry - go into the previous Softimage, import the obj - load the cache onto it and redo the texture - UV should go with the obj - camera you could try fbx. S. On 2013/07/05 12:38 PM, Pingo van der Brinkloev wrote: I don't evern have caches. This scene is so simple. I'm using 2 texture maps and everything else is super simple animation and geo. Isn't there a cheat? Somehow to get soft to think it's a 2013 scene? P On 05/07/2013, at 12.33, Sandy Sutherland sandy.mailli...@gmail.com wrote:
Re: 2014-2013
or try an earlier .xsi version export of the scene made into a model...? On 5 July 2013 12:41, Sandy Sutherland sandy.mailli...@gmail.com wrote: Well you could write out caches - then export obj of geometry - go into the previous Softimage, import the obj - load the cache onto it and redo the texture - UV should go with the obj - camera you could try fbx. S. On 2013/07/05 12:38 PM, Pingo van der Brinkloev wrote: I don't evern have caches. This scene is so simple. I'm using 2 texture maps and everything else is super simple animation and geo. Isn't there a cheat? Somehow to get soft to think it's a 2013 scene? P On 05/07/2013, at 12.33, Sandy Sutherland sandy.mailli...@gmail.com wrote:
RE: 2014-2013
Converting a scene is wasted time imo and may yield bad results at render due to passes and data that doesn’t port over. Personally, I would override the render manager and just render with xsibatch –render [“scenepath”] –skip in a command prompt. You can run on 5 separate terminals to one SI license. Manny Papamanos Autodesk Softimage and MotionBuilder Support From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman Sent: Friday, July 05, 2013 8:31 AM To: softimage@listproc.autodesk.com Subject: Re: 2014-2013 or try an earlier .xsi version export of the scene made into a model...? On 5 July 2013 12:41, Sandy Sutherland sandy.mailli...@gmail.commailto:sandy.mailli...@gmail.com wrote: Well you could write out caches - then export obj of geometry - go into the previous Softimage, import the obj - load the cache onto it and redo the texture - UV should go with the obj - camera you could try fbx. S. On 2013/07/05 12:38 PM, Pingo van der Brinkloev wrote: I don't evern have caches. This scene is so simple. I'm using 2 texture maps and everything else is super simple animation and geo. Isn't there a cheat? Somehow to get soft to think it's a 2013 scene? P On 05/07/2013, at 12.33, Sandy Sutherland sandy.mailli...@gmail.commailto:sandy.mailli...@gmail.com wrote: attachment: winmail.dat