Re: external material libraries.....

2014-09-21 Thread Ognjen Vukovic
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.....

2014-09-20 Thread Jason S

  
  
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.....

2014-09-20 Thread Jason S

  
  

  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.....

2014-09-20 Thread peter_b
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.....

2014-09-20 Thread Stephen Davidson
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.....

2014-09-20 Thread Matt Lind


>> 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.....

2014-09-20 Thread Ognjen Vukovic
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.....

2014-09-20 Thread peter_b
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.....

2014-09-20 Thread Ognjen Vukovic
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.....

2014-09-20 Thread Ognjen Vukovic
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.....

2014-09-19 Thread Jason S
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.....

2014-09-19 Thread Matt Lind
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.....

2014-09-19 Thread Jason S


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.....

2014-09-18 Thread Ognjen Vukovic
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.....

2014-09-18 Thread Matt Lind
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.....

2014-09-18 Thread Paul Griswold
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.....

2014-09-18 Thread Rob Wuijster

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

\/-\/\/