Sorry, I've remembered one more thing why the path can not be used instead of object names - it is one of the reasons I made use of object names as IDs, not the paths.
If you have some instanced object - it will have a lot of different "unique" IDs if the path will be used for ID purpose. E.g. shape
pCubeShape1 may be
pCube1|pCubeShape1,
pCube2|pCubeShape1,
pCube3|pCubeShape1, etc at the same time. So, as each this string will be used as
unique ID, these will be
different objects from the point of view of database, and this will force the plugin to have different objects in the database for each path variant of the same shape. And this is unacceptable.
And I'm sure that I will encouner some other stumbling-blocks if I will consider to use the path instead of just unique ID of the shape. And as I already wrote - this is absolutely no problem even for free Blender, so I don't understand why Maya programmers have not coded such a simple and important thing as unique IDs of objects or at least do not track the uniqueness of objects names.
So, if
brue has
brue wrote:a few friends at autodesk
perhaps you may ask them to fix this weird thing in Maya?..
brue wrote: I've talked to a few friends at autodesk and the issues we're presenting due to the speed of octane are not ones that they're used to seeing.
It is normal. As I'm sure that there is only one render engine at the time which "
they're used to seeing" which has the
real-time animation and
real-time scene modification tracking in the RenderView. So, at the time Octane is the only render-engine (or at least very rare engine, if I don't know about something else), which has this feature and therefore is forced to use the set of time-critical databases of objects indexed by their
unique ID.
So, it is normal, that they are not used to seeing such a problems earlier...
To all:Please, if the Octane toolshelf button which fixes all names to unique does not work for you - can you please describe in detail what does not work?.. Perhaps you can give me the scene which has the problems using this button? I will fix it if I will be able to reproduce this issue.
brue wrote:By way of example, one of the most common aspects of maya, file referencing, is broken very easily by this with no fix. Breaking such a major pipeline component of maya qualifies this as a bug. It's really not a choice at that point. Go for stable, you'll win the TD's who will see this deployed everywhere.
Sorry, I tried to capture the essence of this, but I can't.
Perhaps it is due to I'm not a native English speaker.
Can you please describe in detail, what you mean?