Re: external material libraries.....
Then maybe the best solution would be to create a export, import script for material presets, they seem to be pretty stable. Store them somewhere in the project dir and call them in thwe scene when changes have been applied. Also you could have an externaln database for color pallets and use a prefix in the texture name to replace needed textures and so on for what Matt needed. A system like this doesnt seem too complicated to build, it would just require some prep from the end user. On Sunday, September 21, 2014, Jason S wrote: > Also apart from (but related to) the group work aspect, as much as the > sturdiness of referencing is what can make things as efficiently scalable > in a relatively painless (or at all possible) way in terms of scene scope > (for scene assembly), that would also go for material referencing. > > So maybe we should log a request? x-D > > > On 09/20/14 23:46, Jason S wrote: > > > On 09/20/14 17:27, pete...@skynet.be > wrote: > > the workflow that I’d love, is having no materials in the models – only > pointers to materials in an external library. > (and pointers to texture supports and image clips – yeah I wanna have my > cake and eat it) > > > I agree having a 'live' project-wide material library that could be > worked-on along-side everything else, would be the great main advantage. > > But it would also otherwise generally be very useful just to be able to > have/swap various different sets/versions of materials in a given scene > (like 'super-passes') > > I remember being surprised that that wasn't already possible. > > I would have expected it to be just other scene elements to be referenced > in a reference model otherwise (mostly) working more than flawlessly > > As much as both referencing & passes can be some of the great (or > legendary) things in soft, having a reliable way of doing this would > actually make people (further) drool all-over a (living) legend ( yuck! :] > ) > > > On 09/20/14 17:27, pete...@skynet.be > wrote: > > well – it’s the inverse actually – I’d prefer nothing local in the > scenes/models. > > the workflow that I’d love, is having no materials in the models – only > pointers to materials in an external library. (and pointers to texture > supports and image clips – yeah I wanna have my cake and eat it) > modify only the library – and have the rest of the production follow. > > switching the renderer was just an example. > but it’s more about look dev on a higher level, not one asset at a time, > but a more global tweaking of all shaders for a production. > Compounds and scripts for switching compounds are a workaround, for > changing shaders “en masse” – but it’s not in line with the whole > non-linear / non destructive nature of referencing. > > > *From:* Stephen Davidson > > *Sent:* Saturday, September 20, 2014 9:35 PM > *To:* softimage@listproc.autodesk.com > > *Subject:* Re: external material libraries. > > could this be of help? > http://www.chris-g.net/2012/07/11/localise-matlib-in-softimage/ > > > > >
Re: external material libraries.....
Also apart from (but related to) the group work aspect, as much as the sturdiness of referencing is what can make things as efficiently scalable in a relatively painless (or at all possible) way in terms of scene scope (for scene assembly), that would also go for material referencing. So maybe we should log a request? x-D On 09/20/14 23:46, Jason S wrote: On 09/20/14 17:27, pete...@skynet.be wrote: the workflow that I’d love, is having no materials in the models – only pointers to materials in an external library. (and pointers to texture supports and image clips – yeah I wanna have my cake and eat it) I agree having a 'live' project-wide material library that could be worked-on along-side everything else, would be the great main advantage. But it would also otherwise generally be very useful just to be able to have/swap various different sets/versions of materials in a given scene (like 'super-passes') I remember being surprised that that wasn't already possible. I would have expected it to be just other scene elements to be referenced in a reference model otherwise (mostly) working more than flawlessly As much as both referencing & passes can be some of the great (or legendary) things in soft, having a reliable way of doing this would actually make people (further) drool all-over a (living) legend ( yuck! :] ) On 09/20/14 17:27, pete...@skynet.be wrote: well – it’s the inverse actually – I’d prefer nothing local in the scenes/models. the workflow that I’d love, is having no materials in the models – only pointers to materials in an external library. (and pointers to texture supports and image clips – yeah I wanna have my cake and eat it) modify only the library – and have the rest of the production follow. switching the renderer was just an example. but it’s more about look dev on a higher level, not one asset at a time, but a more global tweaking of all shaders for a production. Compounds and scripts for switching compounds are a workaround, for changing shaders “en masse” – but it’s not in line with the whole non-linear / non destructive nature of referencing. From: Stephen Davidson Sent: Saturday, September 20, 2014 9:35 PM To: softimage@listproc.autodesk.com Subject: Re: external material libraries. could this be of help? http://www.chris-g.net/2012/07/11/localise-matlib-in-softimage/
Re: external material libraries.....
On 09/20/14 17:27, pete...@skynet.be wrote: the workflow that I’d love, is having no materials in the models – only pointers to materials in an external library. (and pointers to texture supports and image clips – yeah I wanna have my cake and eat it) I agree having a 'live' project-wide material library that could be worked-on along-side everything else, would be the great main advantage. But it would also otherwise generally be very useful just to be able to have/swap various different sets/versions of materials in a given scene (like 'super-passes') I remember being surprised that that wasn't already possible. I would have expected it to be just other scene elements to be referenced in a reference model otherwise (mostly) working more than flawlessly As much as both referencing & passes can be some of the great (or legendary) things in soft, having a reliable way of doing this would actually make people (further) drool all-over a (living) legend ( yuck! :] ) On 09/20/14 17:27, pete...@skynet.be wrote: well – it’s the inverse actually – I’d prefer nothing local in the scenes/models. the workflow that I’d love, is having no materials in the models – only pointers to materials in an external library. (and pointers to texture supports and image clips – yeah I wanna have my cake and eat it) modify only the library – and have the rest of the production follow. switching the renderer was just an example. but it’s more about look dev on a higher level, not one asset at a time, but a more global tweaking of all shaders for a production. Compounds and scripts for switching compounds are a workaround, for changing shaders “en masse” – but it’s not in line with the whole non-linear / non destructive nature of referencing. From: Stephen Davidson Sent: Saturday, September 20, 2014 9:35 PM To: softimage@listproc.autodesk.com Subject: Re: external material libraries. could this be of help? http://www.chris-g.net/2012/07/11/localise-matlib-in-softimage/
Re: external material libraries.....
well – it’s the inverse actually – I’d prefer nothing local in the scenes/models. the workflow that I’d love, is having no materials in the models – only pointers to materials in an external library. (and pointers to texture supports and image clips – yeah I wanna have my cake and eat it) modify only the library – and have the rest of the production follow. switching the renderer was just an example. but it’s more about look dev on a higher level, not one asset at a time, but a more global tweaking of all shaders for a production. Compounds and scripts for switching compounds are a workaround, for changing shaders “en masse” – but it’s not in line with the whole non-linear / non destructive nature of referencing. From: Stephen Davidson Sent: Saturday, September 20, 2014 9:35 PM To: softimage@listproc.autodesk.com Subject: Re: external material libraries. could this be of help? http://www.chris-g.net/2012/07/11/localise-matlib-in-softimage/ On Sat, Sep 20, 2014 at 2:18 PM, wrote: well, that’s what you end up doing – everything is built into the model – reference it in scenes and add animation on it and override materials/shaders through the passes system. And it works fine. but it would be interesting to have materials seperated, as a reference library– eg, one eye shader, one leather, one metal shader, one wood... for all assets across a production, and tweak those in a master scene. Switch the renderer? Just go to the master scene, drop in the renderer specific shaders, export the library – all assets are updated automagically on scene load. In theory it could work like this, but in practice it’s just not reliable to be any use. From: Ognjen Vukovic Sent: Saturday, September 20, 2014 3:06 PM To: softimage@listproc.autodesk.com Subject: Re: external material libraries. I assume when working withn ref. models you should plan on having everything locked more or less... so baisicly to set your rig up in the model with finalized shaders and then move foreward, and avoid having to change anything latter on, names and such should be frozen in the modeling phaze, shader paramters can be changed this way in the model and it will propagate to your scenea. the rest you can manipulate with overides to avoid breaking anything.. On Friday, September 19, 2014, Jason S wrote: Too bad, but it's good that it's in great contrast with the rest of the referencing system :] On Friday, September 19, 2014 17:12:28, Matt Lind wrote: No. We've found trivial things such as renaming any object using a material from the referenced material library can cause all referenced materials to lose their assignments. Adding/removing an object from a referenced model using the referenced material library can trigger it too. In short, the system is too fragile to be of use in it's current state. If the bugs were fixed, it could be really useful. Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jason S Sent: Friday, September 19, 2014 1:45 PM To: softimage@listproc.autodesk.com Subject: Re: external material libraries. I recall exporting an .xsi with a bunch of materials, importing it as a reference model, and assigning materials from that, but it wouldn't stay referenced. Even if end functionality is a bit sketchy, is there a specific process to make it work? cheers On Thursday, September 18, 2014 13:30:51, Ognjen Vukovic wrote: I reckon its safer to import them through referenced models. On Thursday, September 18, 2014, Paul Griswold mailto:pgrisw...@fusiondigitalproductions.com>> wrote: Holy cow, talk about deja vu! I was up until 2:30 am dealing with the same issue. Are you using Mental Ray or something else? I'm using Redshift on this project. The only solution that managed to work was to merge the dysfunctional scene into a new scene, make sure the external material library had all locks removed, and then save save save save as I fixed everything. I tried some of the solutions for the old disconnected shaders bug from previous versions of XSI, but all that did was crash Softimage. Merging was the only solution. -Paul On Thu, Sep 18, 2014 at 5:02 AM, Rob Wuijster > wrote: Hi, Do people use external material libraries a lot? We tried them on a (now finished) project, but had some weird issues along the way; Objects loosing materials and rendering the default gray material, tons of non-used materials that magically appeard
Re: external material libraries.....
could this be of help? http://www.chris-g.net/2012/07/11/localise-matlib-in-softimage/ On Sat, Sep 20, 2014 at 2:18 PM, wrote: > well, that's what you end up doing - everything is built into the model > - reference it in scenes and add animation on it and override > materials/shaders through the passes system. And it works fine. > > but it would be interesting to have materials seperated, as a reference > library- eg, one eye shader, one leather, one metal shader, one wood... for > all assets across a production, and tweak those in a master scene. Switch > the renderer? Just go to the master scene, drop in the renderer specific > shaders, export the library - all assets are updated automagically on scene > load. In theory it could work like this, but in practice it's just not > reliable to be any use. > > *From:* Ognjen Vukovic > *Sent:* Saturday, September 20, 2014 3:06 PM > *To:* softimage@listproc.autodesk.com > *Subject:* Re: external material libraries. > > I assume when working withn ref. models you should plan on having > everything locked more or less... so baisicly to set your rig up in the > model with finalized shaders and then move foreward, and avoid having to > change anything latter on, names and such should be frozen in the modeling > phaze, shader paramters can be changed this way in the model and it will > propagate to your scenea. the rest you can manipulate with overides to > avoid breaking anything.. > > On Friday, September 19, 2014, Jason S wrote: > >> Too bad, but it's good that it's in great contrast with the rest of the >> referencing system :] >> >> On Friday, September 19, 2014 17:12:28, Matt Lind wrote: >> >>> No. >>> >>> We've found trivial things such as renaming any object using a material >>> from the referenced material library can cause all referenced materials to >>> lose their assignments. Adding/removing an object from a referenced model >>> using the referenced material library can trigger it too. >>> >>> In short, the system is too fragile to be of use in it's current state. >>> If the bugs were fixed, it could be really useful. >>> >>> >>> Matt >>> >>> >>> >>> >>> -Original Message- >>> From: softimage-boun...@listproc.autodesk.com [mailto: >>> softimage-boun...@listproc.autodesk.com] On Behalf Of Jason S >>> Sent: Friday, September 19, 2014 1:45 PM >>> To: softimage@listproc.autodesk.com >>> Subject: Re: external material libraries. >>> >>> >>> I recall exporting an .xsi with a bunch of materials, importing it as a >>> reference model, and assigning materials from that, but it wouldn't stay >>> referenced. >>> >>> Even if end functionality is a bit sketchy, is there a specific process >>> to make it work? >>> cheers >>> >>> On Thursday, September 18, 2014 13:30:51, Ognjen Vukovic wrote: >>> >>>> I reckon its safer to import them through referenced models. >>>> >>>> On Thursday, September 18, 2014, Paul Griswold >>>> >>> <mailto:pgrisw...@fusiondigitalproductions.com>> wrote: >>>> >>>> Holy cow, talk about deja vu! >>>> >>>> I was up until 2:30 am dealing with the same issue. >>>> >>>> Are you using Mental Ray or something else? >>>> >>>> I'm using Redshift on this project. The only solution that >>>> managed to work was to merge the dysfunctional scene into a new >>>> scene, make sure the external material library had all locks >>>> removed, and then save save save save as I fixed everything. >>>> >>>> I tried some of the solutions for the old disconnected shaders bug >>>> from previous versions of XSI, but all that did was crash >>>> Softimage. Merging was the only solution. >>>> >>>> -Paul >>>> >>>> >>>> On Thu, Sep 18, 2014 at 5:02 AM, Rob Wuijster >>> > wrote: >>>> >>>> Hi, >>>> >>>> Do people use external material libraries a lot? >>>> >>>> We tried them on a (now finished) project, but had some weird >>>> issues along the way; >>>> Objects loosing materials and rendering the default gray >>>> material, tons of non-used materials that magically appeard >>>> between sessions in scenes etc. >>>> In the end we made everything local again to fight the >>>> deadline. >>>> >>>> Any thoughts, tips on this? >>>> >>>> -- >>>> >>>> cheers! >>>> >>>> Rob Wuijster >>>> er...@casema.nl >>>> >>>> >>>> \/-\/\/ >>>> >>>> >>>> >>> >>> >>> >> >> -- Best Regards, * Stephen P. Davidson* *(954) 552-7956*sdavid...@3danimationmagic.com *Any sufficiently advanced technology is indistinguishable from magic* - Arthur C. Clarke <http://www.3danimationmagic.com>
RE: external material libraries.....
>> it would be interesting to have materials seperated, as a reference library– >> eg, one eye shader, >> one leather, one metal shader, one wood... for all assets across a >> production, and tweak those >> in a master scene. Switch the renderer? Just go to the master scene, drop in >> the renderer specific >> shaders, export the library – all assets are updated automagically on scene >> load. In theory it >> could work like this, but in practice it’s just not reliable to be any use. [Matt] That is exactly what we were trying to do as we have many models in our environments. Each environment has a palette of colors, textures, and shaders to define it’s style. Any new objects or models introduced to the environment need to work with the existing palette of colors, textures and shaders. Referenced material libraries would make this less cumbersome, but the fact we must open each scene using the models to propagate the changes forward to the game engine was still a bit of a pain even if the material referencing worked. >> A compound could be deved with ports for textures to be linked to all >> ubershaders from >> different engines, and paramaters too. then toggle through which one will be >> used with an >> integer switch or something simmilar... if different render engines are the >> main problem. >> then just call a script to change tge value in the switch. [Matt] Possible in theory, but in practice this has proven to be problematic with the bugs present in shader compound management. While the problem is supposedly fixed in the latest releases, shader compounds still occasionally detach from the material, cause crashes, and the process for updating the compound is less than ideal. The fundamental problem lies in material management, but everything related to it pays the price. Matt
Re: external material libraries.....
A compound could be deved with ports for textures to be linked to all ubershaders from different engines, and paramaters too. then toggle through which one will be used with an integer switch or something simmilar... if different render engines are the main problem. then just call a script to change tge value in the switch. On Saturday, September 20, 2014, wrote: > well, that’s what you end up doing – everything is built into the model > – reference it in scenes and add animation on it and override > materials/shaders through the passes system. And it works fine. > > but it would be interesting to have materials seperated, as a reference > library– eg, one eye shader, one leather, one metal shader, one wood... for > all assets across a production, and tweak those in a master scene. Switch > the renderer? Just go to the master scene, drop in the renderer specific > shaders, export the library – all assets are updated automagically on scene > load. In theory it could work like this, but in practice it’s just not > reliable to be any use. > > *From:* Ognjen Vukovic > > *Sent:* Saturday, September 20, 2014 3:06 PM > *To:* softimage@listproc.autodesk.com > > *Subject:* Re: external material libraries. > > I assume when working withn ref. models you should plan on having > everything locked more or less... so baisicly to set your rig up in the > model with finalized shaders and then move foreward, and avoid having to > change anything latter on, names and such should be frozen in the modeling > phaze, shader paramters can be changed this way in the model and it will > propagate to your scenea. the rest you can manipulate with overides to > avoid breaking anything.. > > On Friday, September 19, 2014, Jason S > wrote: > >> Too bad, but it's good that it's in great contrast with the rest of the >> referencing system :] >> >> On Friday, September 19, 2014 17:12:28, Matt Lind wrote: >> >>> No. >>> >>> We've found trivial things such as renaming any object using a material >>> from the referenced material library can cause all referenced materials to >>> lose their assignments. Adding/removing an object from a referenced model >>> using the referenced material library can trigger it too. >>> >>> In short, the system is too fragile to be of use in it's current state. >>> If the bugs were fixed, it could be really useful. >>> >>> >>> Matt >>> >>> >>> >>> >>> -Original Message- >>> From: softimage-boun...@listproc.autodesk.com [mailto: >>> softimage-boun...@listproc.autodesk.com] On Behalf Of Jason S >>> Sent: Friday, September 19, 2014 1:45 PM >>> To: softimage@listproc.autodesk.com >>> Subject: Re: external material libraries. >>> >>> >>> I recall exporting an .xsi with a bunch of materials, importing it as a >>> reference model, and assigning materials from that, but it wouldn't stay >>> referenced. >>> >>> Even if end functionality is a bit sketchy, is there a specific process >>> to make it work? >>> cheers >>> >>> On Thursday, September 18, 2014 13:30:51, Ognjen Vukovic wrote: >>> >>>> I reckon its safer to import them through referenced models. >>>> >>>> On Thursday, September 18, 2014, Paul Griswold >>>> >>> <mailto:pgrisw...@fusiondigitalproductions.com>> wrote: >>>> >>>> Holy cow, talk about deja vu! >>>> >>>> I was up until 2:30 am dealing with the same issue. >>>> >>>> Are you using Mental Ray or something else? >>>> >>>> I'm using Redshift on this project. The only solution that >>>> managed to work was to merge the dysfunctional scene into a new >>>> scene, make sure the external material library had all locks >>>> removed, and then save save save save as I fixed everything. >>>> >>>> I tried some of the solutions for the old disconnected shaders bug >>>> from previous versions of XSI, but all that did was crash >>>> Softimage. Merging was the only solution. >>>> >>>> -Paul >>>> >>>> >>>> On Thu, Sep 18, 2014 at 5:02 AM, Rob Wuijster >>> > wrote: >>>> >>>> Hi, >>>> >>>> Do people use external material libraries a lot? >>>> >>>> We tried them on a (now finished) project, but had some weird >>>> issues along the way; >>>> Objects loosing materials and rendering the default gray >>>> material, tons of non-used materials that magically appeard >>>> between sessions in scenes etc. >>>> In the end we made everything local again to fight the >>>> deadline. >>>> >>>> Any thoughts, tips on this? >>>> >>>> -- >>>> >>>> cheers! >>>> >>>> Rob Wuijster >>>> er...@casema.nl >>>> >>>> >>>> \/-\/\/ >>>> >>>> >>>> >>> >>> >>> >> >>
Re: external material libraries.....
well, that’s what you end up doing – everything is built into the model – reference it in scenes and add animation on it and override materials/shaders through the passes system. And it works fine. but it would be interesting to have materials seperated, as a reference library– eg, one eye shader, one leather, one metal shader, one wood... for all assets across a production, and tweak those in a master scene. Switch the renderer? Just go to the master scene, drop in the renderer specific shaders, export the library – all assets are updated automagically on scene load. In theory it could work like this, but in practice it’s just not reliable to be any use. From: Ognjen Vukovic Sent: Saturday, September 20, 2014 3:06 PM To: softimage@listproc.autodesk.com Subject: Re: external material libraries. I assume when working withn ref. models you should plan on having everything locked more or less... so baisicly to set your rig up in the model with finalized shaders and then move foreward, and avoid having to change anything latter on, names and such should be frozen in the modeling phaze, shader paramters can be changed this way in the model and it will propagate to your scenea. the rest you can manipulate with overides to avoid breaking anything.. On Friday, September 19, 2014, Jason S wrote: Too bad, but it's good that it's in great contrast with the rest of the referencing system :] On Friday, September 19, 2014 17:12:28, Matt Lind wrote: No. We've found trivial things such as renaming any object using a material from the referenced material library can cause all referenced materials to lose their assignments. Adding/removing an object from a referenced model using the referenced material library can trigger it too. In short, the system is too fragile to be of use in it's current state. If the bugs were fixed, it could be really useful. Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jason S Sent: Friday, September 19, 2014 1:45 PM To: softimage@listproc.autodesk.com Subject: Re: external material libraries. I recall exporting an .xsi with a bunch of materials, importing it as a reference model, and assigning materials from that, but it wouldn't stay referenced. Even if end functionality is a bit sketchy, is there a specific process to make it work? cheers On Thursday, September 18, 2014 13:30:51, Ognjen Vukovic wrote: I reckon its safer to import them through referenced models. On Thursday, September 18, 2014, Paul Griswold mailto:pgrisw...@fusiondigitalproductions.com>> wrote: Holy cow, talk about deja vu! I was up until 2:30 am dealing with the same issue. Are you using Mental Ray or something else? I'm using Redshift on this project. The only solution that managed to work was to merge the dysfunctional scene into a new scene, make sure the external material library had all locks removed, and then save save save save as I fixed everything. I tried some of the solutions for the old disconnected shaders bug from previous versions of XSI, but all that did was crash Softimage. Merging was the only solution. -Paul On Thu, Sep 18, 2014 at 5:02 AM, Rob Wuijster > wrote: Hi, Do people use external material libraries a lot? We tried them on a (now finished) project, but had some weird issues along the way; Objects loosing materials and rendering the default gray material, tons of non-used materials that magically appeard between sessions in scenes etc. In the end we made everything local again to fight the deadline. Any thoughts, tips on this? -- cheers! Rob Wuijster er...@casema.nl \/-\/\/
Re: external material libraries.....
Sorry about the typos, i have thumbs like breadsticks, and tablets and i never seem to get along. On Saturday, September 20, 2014, Ognjen Vukovic wrote: > I assume when working withn ref. models you should plan on having > everything locked more or less... so baisicly to set your rig up in the > model with finalized shaders and then move foreward, and avoid having to > change anything latter on, names and such should be frozen in the modeling > phaze, shader paramters can be changed this way in the model and it will > propagate to your scenea. the rest you can manipulate with overides to > avoid breaking anything.. > > On Friday, September 19, 2014, Jason S > wrote: > >> Too bad, but it's good that it's in great contrast with the rest of the >> referencing system :] >> >> On Friday, September 19, 2014 17:12:28, Matt Lind wrote: >> >>> No. >>> >>> We've found trivial things such as renaming any object using a material >>> from the referenced material library can cause all referenced materials to >>> lose their assignments. Adding/removing an object from a referenced model >>> using the referenced material library can trigger it too. >>> >>> In short, the system is too fragile to be of use in it's current state. >>> If the bugs were fixed, it could be really useful. >>> >>> >>> Matt >>> >>> >>> >>> >>> -Original Message- >>> From: softimage-boun...@listproc.autodesk.com [mailto: >>> softimage-boun...@listproc.autodesk.com] On Behalf Of Jason S >>> Sent: Friday, September 19, 2014 1:45 PM >>> To: softimage@listproc.autodesk.com >>> Subject: Re: external material libraries. >>> >>> >>> I recall exporting an .xsi with a bunch of materials, importing it as a >>> reference model, and assigning materials from that, but it wouldn't stay >>> referenced. >>> >>> Even if end functionality is a bit sketchy, is there a specific process >>> to make it work? >>> cheers >>> >>> On Thursday, September 18, 2014 13:30:51, Ognjen Vukovic wrote: >>> >>>> I reckon its safer to import them through referenced models. >>>> >>>> On Thursday, September 18, 2014, Paul Griswold >>>> >>> <mailto:pgrisw...@fusiondigitalproductions.com>> wrote: >>>> >>>> Holy cow, talk about deja vu! >>>> >>>> I was up until 2:30 am dealing with the same issue. >>>> >>>> Are you using Mental Ray or something else? >>>> >>>> I'm using Redshift on this project. The only solution that >>>> managed to work was to merge the dysfunctional scene into a new >>>> scene, make sure the external material library had all locks >>>> removed, and then save save save save as I fixed everything. >>>> >>>> I tried some of the solutions for the old disconnected shaders bug >>>> from previous versions of XSI, but all that did was crash >>>> Softimage. Merging was the only solution. >>>> >>>> -Paul >>>> >>>> >>>> On Thu, Sep 18, 2014 at 5:02 AM, Rob Wuijster >>> > wrote: >>>> >>>> Hi, >>>> >>>> Do people use external material libraries a lot? >>>> >>>> We tried them on a (now finished) project, but had some weird >>>> issues along the way; >>>> Objects loosing materials and rendering the default gray >>>> material, tons of non-used materials that magically appeard >>>> between sessions in scenes etc. >>>> In the end we made everything local again to fight the >>>> deadline. >>>> >>>> Any thoughts, tips on this? >>>> >>>> -- >>>> >>>> cheers! >>>> >>>> Rob Wuijster >>>> er...@casema.nl >>>> >>>> >>>> \/-\/\/ >>>> >>>> >>>> >>> >>> >>> >> >>
Re: external material libraries.....
I assume when working withn ref. models you should plan on having everything locked more or less... so baisicly to set your rig up in the model with finalized shaders and then move foreward, and avoid having to change anything latter on, names and such should be frozen in the modeling phaze, shader paramters can be changed this way in the model and it will propagate to your scenea. the rest you can manipulate with overides to avoid breaking anything.. On Friday, September 19, 2014, Jason S wrote: > Too bad, but it's good that it's in great contrast with the rest of the > referencing system :] > > On Friday, September 19, 2014 17:12:28, Matt Lind wrote: > >> No. >> >> We've found trivial things such as renaming any object using a material >> from the referenced material library can cause all referenced materials to >> lose their assignments. Adding/removing an object from a referenced model >> using the referenced material library can trigger it too. >> >> In short, the system is too fragile to be of use in it's current state. >> If the bugs were fixed, it could be really useful. >> >> >> Matt >> >> >> >> >> -Original Message- >> From: softimage-boun...@listproc.autodesk.com [mailto: >> softimage-boun...@listproc.autodesk.com] On Behalf Of Jason S >> Sent: Friday, September 19, 2014 1:45 PM >> To: softimage@listproc.autodesk.com >> Subject: Re: external material libraries. >> >> >> I recall exporting an .xsi with a bunch of materials, importing it as a >> reference model, and assigning materials from that, but it wouldn't stay >> referenced. >> >> Even if end functionality is a bit sketchy, is there a specific process >> to make it work? >> cheers >> >> On Thursday, September 18, 2014 13:30:51, Ognjen Vukovic wrote: >> >>> I reckon its safer to import them through referenced models. >>> >>> On Thursday, September 18, 2014, Paul Griswold >>> >> <mailto:pgrisw...@fusiondigitalproductions.com>> wrote: >>> >>> Holy cow, talk about deja vu! >>> >>> I was up until 2:30 am dealing with the same issue. >>> >>> Are you using Mental Ray or something else? >>> >>> I'm using Redshift on this project. The only solution that >>> managed to work was to merge the dysfunctional scene into a new >>> scene, make sure the external material library had all locks >>> removed, and then save save save save as I fixed everything. >>> >>> I tried some of the solutions for the old disconnected shaders bug >>> from previous versions of XSI, but all that did was crash >>> Softimage. Merging was the only solution. >>> >>> -Paul >>> >>> >>> On Thu, Sep 18, 2014 at 5:02 AM, Rob Wuijster >> > wrote: >>> >>> Hi, >>> >>> Do people use external material libraries a lot? >>> >>> We tried them on a (now finished) project, but had some weird >>> issues along the way; >>> Objects loosing materials and rendering the default gray >>> material, tons of non-used materials that magically appeard >>> between sessions in scenes etc. >>> In the end we made everything local again to fight the deadline. >>> >>> Any thoughts, tips on this? >>> >>> -- >>> >>> cheers! >>> >>> Rob Wuijster >>> er...@casema.nl >>> >>> >>> \/-\/\/ >>> >>> >>> >> >> >> > >
Re: external material libraries.....
Too bad, but it's good that it's in great contrast with the rest of the referencing system :] On Friday, September 19, 2014 17:12:28, Matt Lind wrote: No. We've found trivial things such as renaming any object using a material from the referenced material library can cause all referenced materials to lose their assignments. Adding/removing an object from a referenced model using the referenced material library can trigger it too. In short, the system is too fragile to be of use in it's current state. If the bugs were fixed, it could be really useful. Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jason S Sent: Friday, September 19, 2014 1:45 PM To: softimage@listproc.autodesk.com Subject: Re: external material libraries. I recall exporting an .xsi with a bunch of materials, importing it as a reference model, and assigning materials from that, but it wouldn't stay referenced. Even if end functionality is a bit sketchy, is there a specific process to make it work? cheers On Thursday, September 18, 2014 13:30:51, Ognjen Vukovic wrote: I reckon its safer to import them through referenced models. On Thursday, September 18, 2014, Paul Griswold mailto:pgrisw...@fusiondigitalproductions.com>> wrote: Holy cow, talk about deja vu! I was up until 2:30 am dealing with the same issue. Are you using Mental Ray or something else? I'm using Redshift on this project. The only solution that managed to work was to merge the dysfunctional scene into a new scene, make sure the external material library had all locks removed, and then save save save save as I fixed everything. I tried some of the solutions for the old disconnected shaders bug from previous versions of XSI, but all that did was crash Softimage. Merging was the only solution. -Paul On Thu, Sep 18, 2014 at 5:02 AM, Rob Wuijster > wrote: Hi, Do people use external material libraries a lot? We tried them on a (now finished) project, but had some weird issues along the way; Objects loosing materials and rendering the default gray material, tons of non-used materials that magically appeard between sessions in scenes etc. In the end we made everything local again to fight the deadline. Any thoughts, tips on this? -- cheers! Rob Wuijster er...@casema.nl \/-\/\/
RE: external material libraries.....
No. We've found trivial things such as renaming any object using a material from the referenced material library can cause all referenced materials to lose their assignments. Adding/removing an object from a referenced model using the referenced material library can trigger it too. In short, the system is too fragile to be of use in it's current state. If the bugs were fixed, it could be really useful. Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jason S Sent: Friday, September 19, 2014 1:45 PM To: softimage@listproc.autodesk.com Subject: Re: external material libraries. I recall exporting an .xsi with a bunch of materials, importing it as a reference model, and assigning materials from that, but it wouldn't stay referenced. Even if end functionality is a bit sketchy, is there a specific process to make it work? cheers On Thursday, September 18, 2014 13:30:51, Ognjen Vukovic wrote: > I reckon its safer to import them through referenced models. > > On Thursday, September 18, 2014, Paul Griswold > <mailto:pgrisw...@fusiondigitalproductions.com>> wrote: > > Holy cow, talk about deja vu! > > I was up until 2:30 am dealing with the same issue. > > Are you using Mental Ray or something else? > > I'm using Redshift on this project. The only solution that > managed to work was to merge the dysfunctional scene into a new > scene, make sure the external material library had all locks > removed, and then save save save save as I fixed everything. > > I tried some of the solutions for the old disconnected shaders bug > from previous versions of XSI, but all that did was crash > Softimage. Merging was the only solution. > > -Paul > > > On Thu, Sep 18, 2014 at 5:02 AM, Rob Wuijster > wrote: > > Hi, > > Do people use external material libraries a lot? > > We tried them on a (now finished) project, but had some weird > issues along the way; > Objects loosing materials and rendering the default gray > material, tons of non-used materials that magically appeard > between sessions in scenes etc. > In the end we made everything local again to fight the deadline. > > Any thoughts, tips on this? > > -- > > cheers! > > Rob Wuijster > er...@casema.nl > > > \/-\/\/ > >
Re: external material libraries.....
I recall exporting an .xsi with a bunch of materials, importing it as a reference model, and assigning materials from that, but it wouldn't stay referenced. Even if end functionality is a bit sketchy, is there a specific process to make it work? cheers On Thursday, September 18, 2014 13:30:51, Ognjen Vukovic wrote: I reckon its safer to import them through referenced models. On Thursday, September 18, 2014, Paul Griswold mailto:pgrisw...@fusiondigitalproductions.com>> wrote: Holy cow, talk about deja vu! I was up until 2:30 am dealing with the same issue. Are you using Mental Ray or something else? I'm using Redshift on this project. The only solution that managed to work was to merge the dysfunctional scene into a new scene, make sure the external material library had all locks removed, and then save save save save as I fixed everything. I tried some of the solutions for the old disconnected shaders bug from previous versions of XSI, but all that did was crash Softimage. Merging was the only solution. -Paul On Thu, Sep 18, 2014 at 5:02 AM, Rob Wuijster > wrote: Hi, Do people use external material libraries a lot? We tried them on a (now finished) project, but had some weird issues along the way; Objects loosing materials and rendering the default gray material, tons of non-used materials that magically appeard between sessions in scenes etc. In the end we made everything local again to fight the deadline. Any thoughts, tips on this? -- cheers! Rob Wuijster er...@casema.nl \/-\/\/
Re: external material libraries.....
I reckon its safer to import them through referenced models. On Thursday, September 18, 2014, Paul Griswold < pgrisw...@fusiondigitalproductions.com> wrote: > Holy cow, talk about deja vu! > > I was up until 2:30 am dealing with the same issue. > > Are you using Mental Ray or something else? > > I'm using Redshift on this project. The only solution that managed to > work was to merge the dysfunctional scene into a new scene, make sure the > external material library had all locks removed, and then save save save > save as I fixed everything. > > I tried some of the solutions for the old disconnected shaders bug from > previous versions of XSI, but all that did was crash Softimage. Merging > was the only solution. > > -Paul > > > On Thu, Sep 18, 2014 at 5:02 AM, Rob Wuijster > wrote: > >> Hi, >> >> Do people use external material libraries a lot? >> >> We tried them on a (now finished) project, but had some weird issues >> along the way; >> Objects loosing materials and rendering the default gray material, tons >> of non-used materials that magically appeard between sessions in scenes etc. >> In the end we made everything local again to fight the deadline. >> >> Any thoughts, tips on this? >> >> -- >> >> cheers! >> >> Rob Wuijster >> E r...@casema.nl >> >> \/-\/\/ >> >> >
RE: external material libraries.....
That’s exactly our experience. My gut feeling is the use of dotXSI files as material libraries indicates it was a quickly implemented feature to satisfy a special projects customer and not much more than that. I had to write a database driven system to manage and version our material libraries in the scenes as we had a ton of dependencies. I use custom properties to store the version info so when a scene is opened the triggered event knows what to replace with a few simple queries. Not perfect by any stretch, but more effective than what came out of the box. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Wuijster Sent: Thursday, September 18, 2014 2:03 AM To: softimage@listproc.autodesk.com Subject: external material libraries. Hi, Do people use external material libraries a lot? We tried them on a (now finished) project, but had some weird issues along the way; Objects loosing materials and rendering the default gray material, tons of non-used materials that magically appeard between sessions in scenes etc. In the end we made everything local again to fight the deadline. Any thoughts, tips on this? -- cheers! Rob Wuijster E r...@casema.nl<mailto:r...@casema.nl> \/-\/\/
Re: external material libraries.....
Holy cow, talk about deja vu! I was up until 2:30 am dealing with the same issue. Are you using Mental Ray or something else? I'm using Redshift on this project. The only solution that managed to work was to merge the dysfunctional scene into a new scene, make sure the external material library had all locks removed, and then save save save save as I fixed everything. I tried some of the solutions for the old disconnected shaders bug from previous versions of XSI, but all that did was crash Softimage. Merging was the only solution. -Paul On Thu, Sep 18, 2014 at 5:02 AM, Rob Wuijster wrote: > Hi, > > Do people use external material libraries a lot? > > We tried them on a (now finished) project, but had some weird issues along > the way; > Objects loosing materials and rendering the default gray material, tons of > non-used materials that magically appeard between sessions in scenes etc. > In the end we made everything local again to fight the deadline. > > Any thoughts, tips on this? > > -- > > cheers! > > Rob Wuijster > E r...@casema.nl > > \/-\/\/ > >
external material libraries.....
Hi, Do people use external material libraries a lot? We tried them on a (now finished) project, but had some weird issues along the way; Objects loosing materials and rendering the default gray material, tons of non-used materials that magically appeard between sessions in scenes etc. In the end we made everything local again to fight the deadline. Any thoughts, tips on this? -- cheers! Rob Wuijster E r...@casema.nl \/-\/\/