> ha ha I'm happy to hear both workflows! each scenario is different seeings I 
> explained
> more about the shot and that it needs rendering!

think of it in photoshop terms:
on one hand you work in layers, adjustment layers and groups – to be able to 
make modifications 
but at some point you flatten – all or part of it – to simplify, because you 
have to for certain things, for performance or to export the final version 
that’s used elsewhere – while keeping the layered version of course. 

Making one huge 3D scene where everything is interconnected, non-destructive, 
procedural, modifiable is great – especially while going through design changes 
– but at some point it can become counterproductive and consolidating things 
can be your way out.

The balance between these two is not a simple black and white thing – no 
absolute rules. Sometimes you need a mixture of both, sometimes either extreme. 
And when you run into trouble on one end, it might be worth trying the opposite 
approach. I think it’s an important skill to acquire, to understand these 
strategies, to know when to simplify and consolidate and when not to – ideally 
before things start to fall apart .

The photoshop analogy is far from perfect btw: flattening makes a file smaller 
and lighter. Localizing models is going to make the scene bigger

I hope you get your shot/shots out – and can consider such things when things 
calm down.


> ... but do confess from one house model to the next I shall have duplicate 
> materials that will be essentially connecting the same texture file.

a few duplicate materials or a couple of libraries is far from a problem – if 
you kept an eye on things you’re fine. But I’ve run into scenes with thousands 
of unnamed materials, that are all just the same default phong. It’s always 
worth it to go over what you have done - the more you can clean up, the less 
bloat the software has to deal with. You’ll run into situations where this 
becomes the difference between being able to achieve what you’re after or not.

About working in passes – again there’s no absolute rules. Sometimes you’re 
better off with passes and channels for absolutely everything, combining 
hundreds of passes in comp – sometimes a single pass and the odd mask or two.
Afaik - the industry is moving a bit away again from multi-pass towards beauty 
rendering – in no small amount because of Arnold.
But there’s still a lot to be said for being able to tweak in comp – and 
avoiding 3D re-renders.
...



From: Jon Hunt 
Sent: Sunday, August 03, 2014 1:35 PM
To: softimage@listproc.autodesk.com 
Subject: Re: Scene crash on startup - any advice

Hi Peter,

ha ha I'm happy to hear both workflows! each scenario is different seeings I 
explained more about the shot and that it needs rendering!
Localizing everything has been on my mind! seeings that the models are locked 
versions.

I have named all my materials (I did a pass of going through each master model 
file converting my shaders to arnold + tweaks and deleting unused materials 
through the external files tool)  but do confess from one house model to the 
next I shall have duplicate materials that will be essentially connecting the 
same texture file. Particularly the wood texture that services all the wooden 
beams that are a feature of the houses. I have a lot of material libraries and 
am sure I could consolidate this to a global material library.


I shall be kicking out multiple passes but more separating out objects with 
mattes rather than a set of channels to recomp. I am finding I am getting good 
results from Arnold and don't overly want to complicate things nor have the 
time. A decent compositior would tear my head off for saying this I'm sure!


I have held up on the scene until later today. I felt it be productive that I 
light another scene (seeings I can open it!!) besides it made me feel better!

I'm gonna check out the scntoc manager later but back at work/uni tomorrow so 
failing this I shall save a reference version of the scene then localize it 
all.  


Thanks again,

Jon







On Sun, Aug 3, 2014 at 11:17 AM, <pete...@skynet.be> wrote:

  Well, I’m going to suggest the exact opposite of before .

  Why don’t you try and localize EVERYTHING to the scene (did you get to open 
it when offloading the models?) – make sure all geometry is frozen and delete 
all unneeded clusters.
  and do a good cleanup of the materials - assuming you have named you 
materials it’s just a matter of selecting all corresponding parts and assign 
them to the same material (one single wood material, one single metal 
material,... for the whole of the scene)
  Also remove unused materials and clips – and do it repeatedly – it never 
hurts to click those buttons too often.
  You can also merge all objects with the same material (eg all chimneys, all 
rivets,...) which can drastically reduce the amount of objects without 
resorting to clusters.
  If you just want to render a single beauty pass – you can merge complete 
houses - you’ll end up with clusters and cluster materials – which is no good 
for working with passes.

  It’s basically consolidating your scene, flattening it down, removing all 
dependencies. This makes it ‘uneditable’ – but since you are ready to render 
that’s fine.
  It’s actually not uncommon for film pipelines to include this as an automated 
step when sending off the scene to render. (saving it as a separate render only 
version – that only serves that purpose: getting your renders out.) 


  From: Jon Hunt 
  Sent: Sunday, August 03, 2014 10:34 AM
  To: softimage@listproc.autodesk.com 
  Subject: Re: Scene crash on startup - any advice

  Thank you both Peter and Matt for your lengthy replies.

  I've found your replies informative and interesting.

  I am trying best possible to work to best practices and feel a little 
reassured! I am not doing much else other than laying out the models in the 
scene. I do have some geo in there (landscape) and some models I have made 
local.


  In summary the scene is a large camera move that flies through a village that 
is fairly dense with houses. I have built 3 variations of house with 
windows/doors/chimneys and so it is modular so I can avoid any repetition and 
build a custom house. 

  This inevitably means I have reference models inside reference models. 
However through research I have not gone more than 2 levels deep with them and 
arranged the embedded ref models inside nulls for any SRT transforms.


  All models have master files that I have setup and refer back to when I make 
any changes.


  I think where I have gone wrong is if I want to make another variation of a 
house on the fly, I have taken a house model and made the top part of the 
hierarchy local and duplicated sub parts which are still referenced in. In 
doing this it has prompted me to share or copy material libraries.

  If I want another variation. I should build it in master file and bring it 
back in.

  I have done this 4/5 times in say 40 models, so I know where to fix it. 


  Another workflow I could be using (should be using?) is stand ins. I did do a 
test render on Friday without using them and with a basic lightning setup up it 
munched it up. I am not overly concerned about the scene being to heavy now. I 
am unsure of this crossover as to when I should be using standins verses ref 
models. This is a separate conversation I am sure. I also have a deadline 
looming and need the darn shot rendered!

  Thanks,

  Jon





  On Sat, Aug 2, 2014 at 9:42 PM, Matt Lind <speye...@hotmail.com> wrote:

    A scene size of 53 MB containing mostly referenced models indicates there 
is still a lot of data, such as animation (FCurves) or data applied on top of 
the referenced models in model deltas, still in the scene.

    the first thing to try is rolling back your scene to a previous version 
(including referenced models) if you have been using source control.

    The "done fixing hidden cluster" error indicates a geometry problem.  With 
a scene containing many referenced models, it's likely one or more models was 
imported into the scene as a referenced model, modified in some way that 
applied a dependency which needs geometry information, and the referenced model 
was later edited offline outside the scene.  Next time the scene opens, 
Softimage is surprised because the referenced model is in a different state 
than the last time the scene was saved and has all this dependency data it 
doesn't know what to do with, so mayhem breaks out.  For example, if you 
applied an object-to-cluster constraint, the constraint operator has a 
dependency on the cluster.  If you delete the cluster from the referenced model 
outside the scene, the next time the scene opens and uses that model, Softimage 
will see the constraint operator and try to connect to a now non-existent 
cluster, then get confused. 

    There are some topology operators which generate hidden clusters behind the 
curtains from user view which are used as a scratchpad for calculations.  It's 
very possible the above scenario has occurred and the operator's cluster in 
question cannot reconnect to it's dependencies because one or more of it's 
inputs has disappeared from the model being changed outside the scene.   One 
test is to open each referenced model locally in an empty scene.  Check the 
script log before doing any work on each model, if you get the error message 
again, then you've found the problem.  Freeze its modeling construction history 
using "Freeze M", then export to update the .emdl.  If you know of constraints 
or other operators, such as object-to-cluster, and have knowingly deleted the 
cluster, then try recreating the cluster to satisfy the scene next time it is 
opened.

    If all the models import successfully into empty scenes, then reopen the 
original scene and see if the error still occurs.  If it does, then the problem 
is likely caused by data local to the scene and not in a referenced model.  
Data in model deltas is considered local to the scene, not the model.  However, 
it's unlikely the problem is in model deltas if it's giving you 'hidden 
cluster' errors, but in the rare chance it is, check the 'removed items' 
section of the delta and cross reference it with the other categories for 
dangling entries.  Every item appearing in the removed items list will have an 
associated entry in another category of the model delta.  for example, if you 
import the referenced model, change it's position, then undo that action, there 
will be entries in the 'stored positions' category to record the position 
change, and an associated entry in the 'removed items' category to undo that 
position change (All the entries in the deltas are evaluated, and the removed 
items list acts to cancel out anything that appears in the previous lists).  If 
you cannot find a pair for each entry, then something's wrong.  In which case, 
flush the item from the removed items list by selecting and deleting it.  I 
recommend this over deleting the entire delta as some tend to do, because 
deleting a model delta is often unnecessary and only loses all your work.  In 
most cases the problem isn't too hard to find as long as you pay attention to 
what you're looking for.


    Matt







    ----------------------------
    Hi List,

    Asked a thousand times before I'm sure. I have researched and having no Joy 
and could really do with some suggestions please.


    Soft 2014 SP2 - Scene opens at Uni on an identically specced HP workstation 
machine.

    I noticed my home machine (when the file did work) took about 20mins to 
load whereas at Uni it was around 5 minutes.


    Scene size 53mb

    Scene contains mostly reference models.


    Following the help topics I turned on scene debugging>Load recovery journal 
file. I have have pointed it to an existing text file but it hasn't written 
anything to that.
    I do have a .lrf file but I am unsure what to do with this?


    I restart xsi and I get prompted 5 or so time about having a ghost model.

    It continues to load but then hangs without crashing after sticking on 
"done fixing hidden cluster"


    Any input would be muchly appreciated


    Jon


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