Unfortunately I was able to pretty easily break this system :( While playing around with all kinds of edits, I noticed that when I had Material1 assigned to my object the hierarchical eval id was 20 less than when I had Material2 assigned. I also noticed that if the object had a bend modifier on it, changing the bend angle would increment the hierarchical eval id by 2. So with this sequence of events, I got the same eval id before and after edits.
*Hierarchical eval id of the sphere is shown in brackets at each step* Start: sphere with bend modifier, Material2 assigned (226) Assign material 1 (206) Change the bend angle 10 times (226) The problem is the way the hierarchical eval id is computed by simply summing the eval ids up the hierarchy. Maybe instead, I could crawl the hierarchy myself (annoying but not a big deal) and compute a hash from all eval ids in the hierarchy of the object. Assuming a suitable hash function, any change to any eval id in the hierarchy would cause big changes in the hash and bring the probability of a false negative down to some infinitesimally small amount. On Fri, May 4, 2012 at 6:12 PM, Nicolas Burtnyk <nico...@redshift3d.com>wrote: > To Steven : if the application of the shader to the object creates a > shader and a material and connects the shader to the material, then yeah, > those events are called. But if you assign an existing material, they're > not. > > To Jo: I'm playing with this right now and it's very promising. I wonder > though if it's possible to get the same hierarchical evaluation id after > some edits. The reason I'm worried about this is that I noticed that > assigning different materials to an object caused the hierarchical > evaluation id to go up and down. I wonder if some combination of edits > could result in the same evaluation id and therefore cause my system to > think nothing has changed which would obviously be pretty bad! Other than > this worry, and verifying that this is valid for all kinds of edits that > might change the way an object is rendered, this technique of checking the > hierarchical object id might be a lot simpler than chasing down every last > little command, callback, etc.. that can change the scene. > > Thanks guys!! > > > On Fri, May 4, 2012 at 6:02 PM, Steven Caron <car...@gmail.com> wrote: > >> in my quick test i applied multiple shader's from the menu, both standard >> and custom. both seemed to get fired. i could have been wrong. >> >> >> On Fri, May 4, 2012 at 5:20 PM, Nicolas Burtnyk >> <nico...@redshift3d.com>wrote: >> >>> Thanks Steven! >>> >>> I already use siOnConnectShader (and siOnDisconnectShader) to track >>> changes to the shader tree. These don't get fired as a result of assigning >>> a material to an object. siOnCreateShader only gets called when you create >>> a shader node and in fact partially fails at even that since it doesn't get >>> called when you create a material (which creates a shader as well). >>> >>> Thanks for the tip on material assignment via drag & drop. Kind of a >>> shame that it ends up calling CopyPaste command but it should be simple >>> enough to monitor for that command as well. >>> >>> -Nicolas >>> >>> >>> >>> On Fri, May 4, 2012 at 4:54 PM, Steven Caron <car...@gmail.com> wrote: >>> >>>> have you tried... siOnCreateShader? i generated this event from the >>>> wizard and it seems to log a lot of relevant info. also there is >>>> siOnConnectShader >>>> >>>> " *Question*: Can material assignment happen without this command >>>> being run? In other words, is catching this command sufficient for >>>> monitoring all the ways that a material can be assigned to an object? I'm >>>> not very experienced with using Softimage, but I know that in Maya there >>>> are a million and one ways to assign materials. " >>>> >>>> -one could change the shader graph but not the material assignment. >>>> -one could 'drag and drop' a material from the material view in the >>>> explorer on to an object. that calls 'CopyPaste()' command. i have always >>>> been on the fence whether that command is good or bad) >>>> >>>> >>>> On Fri, May 4, 2012 at 4:39 PM, Nicolas Burtnyk <nico...@redshift3d.com >>>> > wrote: >>>> >>>>> Hi list people! >>>>> >>>>> For my custom renderer, I'm trying to keep track of when materials get >>>>> assigned to objects. >>>>> This is part of an overall system which tracks changes to the scene so >>>>> that I can incrementally process only the parts of the scene that change >>>>> between renders. >>>>> >>>>> Since there is no specific event that gets fired when a material is >>>>> assigned to an object (that I know of - please correct me if I'm wrong!), >>>>> I'm trying to use *siOnEndCommand *to catch the *AssignMaterial *command. >>>>> *By the way Softimage devs: please add a OnMaterialAssigned event :)* >>>>> >>>>> I have 1 question and 1 issue: >>>>> >>>>> *Question*: Can material assignment happen without this command being >>>>> run? In other words, is catching this command sufficient for monitoring >>>>> all the ways that a material can be assigned to an object? I'm not very >>>>> experienced with using Softimage, but I know that in Maya there are a >>>>> million and one ways to assign materials. >>>>> >>>>> *Issue*: While I'm correctly receiving the ApplyMaterial command in >>>>> the siOnEndCommand callback, I'm having trouble deciphering the command >>>>> arguments. >>>>> Basically I want to know the Material that was assigned and the >>>>> Object(s) it was assigned to. Simple, right? >>>>> In the siOnEndCommand callback, I get the "Command" attribute from the >>>>> context and create a Command object from it. I then retreive the >>>>> arguments >>>>> using Command::GetArguments(). The ArgumentArray always has a count of 2 >>>>> (whether I assign the material to 1 or more objects). >>>>> The second argument (ActionWhenLocalMaterialsOverlap) is irrelevant to >>>>> me. The first argument is a CValueArray that has a CRef for the Material >>>>> being assigned as its first element and some mysterious CRef as its second >>>>> item. *My issue is that I don't know what to do with this strange >>>>> CRef*. >>>>> >>>>> Here is a concrete example: >>>>> >>>>> I have 2 objects and 1 material in my scene and assign the material to >>>>> both objects in a single action: >>>>> Application.AssignMaterial("Sources.Materials.DefaultLib.Material,sphere,cylinder", >>>>> "siLetLocalMaterialsOverlap") >>>>> >>>>> In the siOnEndCommand callback I get: >>>>> >>>>> Command(Context(in_ctxt).GetAttribute(L"Command")).GetArguments()[0].GetValue()returns >>>>> a CValueArray with 2 items. >>>>> >>>>> Item 0 : CValue, m_t=siRef - this is a CRef to the Material being >>>>> assigned, as expected. GetAsText() return >>>>> "Sources.Materials.DefaultLib.Material" and GetClassIDName() returns >>>>> "Material". Good to go. >>>>> >>>>> Item 1 : CValue, m_t=siRef - this is some kind of weird CRef that I >>>>> don't know how to handle. GetAsText() returns "sphere,cylinder" and >>>>> GetClassIDName() returns "Object". What do I do now? How can I get those >>>>> objects as CRefs? Do I have to tokenize the string and parse out the >>>>> object names? It's not hard, but I'd like to do something cleaner if >>>>> possible. >>>>> >>>>> Thanks!! >>>>> >>>>> -Nicolas >>>>> >>>> >>>> >>> >> >