Octane ROP and multiple Takes

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Octane ROP and multiple Takes

Postby WhyGee » Tue Feb 16, 2016 10:33 pm

WhyGee Tue Feb 16, 2016 10:33 pm
Hi,
Since there is a single Octane ROP per scene, how would a multiple take workflow work? For example if I would like to render several takes at once using a ROP merge or through an external render manager such as deadline where you specify the ROP node to render (which would point to a specific take with Mantra for example).
I'd like to send out several takes to render over night but at the moment I can't get it to work. I tried some pre/post scripts but the take switch doesn't seem to happen before the Octane rop executes..

Would appreciate any suggestions you might have.

Thanks
Yaniv
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Re: Octane ROP and multiple Takes

Postby juanjgon » Tue Feb 16, 2016 11:03 pm

juanjgon Tue Feb 16, 2016 11:03 pm
I have just found that the takes feature doesn't work in the Octane ROP node. I will fix this problem as soon as possible. Thanks for reporting this issue!

Also I want to try to remove the single Octane ROP node limitation along the 3.x dev cycle, or add a tool to render several takes using only one ROP node.

-Juanjo
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Re: Octane ROP and multiple Takes

Postby juanjgon » Tue Feb 16, 2016 11:36 pm

juanjgon Tue Feb 16, 2016 11:36 pm
I think that I have fixed the problem to render any take in the Octane ROP node. Is this feature useful with your script to render the multiple takes that you need?

If you want to test it I can send to you a custom build. Please let me know your Houdini build and the OS you are using.

Thanks,
-Juanjo
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Re: Octane ROP and multiple Takes

Postby WhyGee » Wed Feb 17, 2016 7:16 am

WhyGee Wed Feb 17, 2016 7:16 am
Hi,
Sure I can test it. I'm on Houdini 15.0.347 windows 7 64bit.

Thanks!
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Re: Octane ROP and multiple Takes

Postby juanjgon » Wed Feb 17, 2016 9:26 am

juanjgon Wed Feb 17, 2016 9:26 am
This is the link to a new plugin build. It has new code to full support the "Takes" feature in the ROP node, but it must be tested. Please, let me know any problem you could find about this feature.

https://render.otoy.com/customerdownloa ... _Win64.zip

Thanks,
-Juanjo
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Re: Octane ROP and multiple Takes

Postby WhyGee » Wed Feb 17, 2016 2:56 pm

WhyGee Wed Feb 17, 2016 2:56 pm
Hi
I haven't tried debugging but taking an existing working scene (3.00.4.0) and rendering with the new build (3.00.4.2) produces "purple" renders.
If I have time later today I will try to test on a new scene from scratch.

Thanks
Yaniv
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Re: Octane ROP and multiple Takes

Postby juanjgon » Wed Feb 17, 2016 10:06 pm

juanjgon Wed Feb 17, 2016 10:06 pm
Weird, this build uses the same alpha 4 Octane core, and has really few changes. Please let me know if you can reproduce these problems.

-Juanjo
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Re: Octane ROP and multiple Takes

Postby WhyGee » Sun Feb 21, 2016 9:31 am

WhyGee Sun Feb 21, 2016 9:31 am
Hi
Still haven't had time to fully debug. But I am guessing the purple is from hidden objects that aren't supposed to be rendered yet are still being loaded. I don't know if it's normal behavior but it looks like it's traversing and loading the entire scene despite nodes being hidden and not in the force objects bundle list.

As for the take issue I'm attaching a scene where I attempted unsuccessfully to create another ROP node to act as a take setter since there is only one Octane ROP allowed per scene. For some reason it doesn't render the correct frame range or Octane ROP settings (like the camera for example) for that specific take. It's a pretty big workflow limitation for houdini, having several takes in the scene, I need to render each one manually. If you have some suggestion for a way to get the batch workflow working per take, that would be excellent improvement.

Thanks
Yaniv
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octane_takes_test3_new_build.rar
(50.14 KiB) Downloaded 246 times
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Re: Octane ROP and multiple Takes

Postby juanjgon » Mon Feb 22, 2016 10:32 am

juanjgon Mon Feb 22, 2016 10:32 am
I am working in a new build that should support multiple Octane ROP nodes. I will post here a test build as soon as possible.

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Re: Octane ROP and multiple Takes

Postby WhyGee » Tue Feb 23, 2016 8:29 am

WhyGee Tue Feb 23, 2016 8:29 am
Perfect!
10x!
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