Unique object names

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Autodesk Maya (Plugin developed by JimStar)

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Re: Unique object names

Postby jmfowler » Sun Feb 17, 2013 12:25 am

jmfowler Sun Feb 17, 2013 12:25 am
the way i fix the name issue for rendering is this

I grab all the scene and group it, I then do a duplicate special, with copy and parent under world, with "create unique names" ticked on this will create objects with unique names.
delete the old group, us the new one.

There are usually only a few special objects that might need to be left out of this but renaming those doesn't take long at all.

problem solved.

+1 for keeping the speed up.
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Re: Unique object names

Postby brue » Sun Feb 17, 2013 7:28 am

brue Sun Feb 17, 2013 7:28 am
Ultimately for this as a product to move forward (which I really want it to), this needs to be able to be inserted into pipelines that are not always the most stable things In and of themselves. 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.

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.
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Re: Unique object names

Postby brue » Sun Feb 17, 2013 7:30 am

brue Sun Feb 17, 2013 7:30 am
JMfowler,

for one of my scenes this operation takes over an hour to accomplish.
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Re: Unique object names

Postby JimStar » Sun Feb 17, 2013 9:38 am

JimStar Sun Feb 17, 2013 9:38 am
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?
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Re: Unique object names

Postby brue » Sun Feb 17, 2013 12:12 pm

brue Sun Feb 17, 2013 12:12 pm
Appreciate the response Jimstar. You do have a fan here.That was why I made the suggestion of a hash map of the DAG path into the data base. Seeding the hash with time would resolve the issue at the expense of speed. Given that a couple thousand hashes on modern cpu's can be calculated in a second...

In reference to the file referencing feature. For example I have a maya scene that dynamically loads other maya scenes at render time, the placement and timing of these scenes are additional maya scenes. If I want to have a scene referencing multiple animated characters it becomes more than an issue for them to have different names, as its a fairly easy thing to break any rigging my TD's do. The only methodology after that is to go to baked alembic (pain in the ass).

In the maya python API I can call the OpenMaya.asHashable () function to return a unique object ID. Is there no similar function in the C library ?
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Re: Unique object names

Postby brue » Sun Feb 17, 2013 12:19 pm

brue Sun Feb 17, 2013 12:19 pm
PS I know what you guys are doing in regards to real time updating of the voxelization process is innovative, particularly for not having to reload the entire scene into gpu memory. That's why I'm here, just trying to find a solution.
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Re: Unique object names

Postby JimStar » Sun Feb 17, 2013 12:49 pm

JimStar Sun Feb 17, 2013 12:49 pm
brue wrote:Appreciate the response Jimstar. You do have a fan here.That was why I made the suggestion of a hash map of the DAG path into the data base. Seeding the hash with time would resolve the issue at the expense of speed. Given that a couple thousand hashes on modern cpu's can be calculated in a second...
brue wrote:In the maya python API I can call the OpenMaya.asHashable () function to return a unique object ID. Is there no similar function in the C library ?

See please the first part of my previos post. Taking into account that "the hash of the path" is the same as "the path itself" (from the point of view of database indexing), just shorter. The hashes of pCube1|pCubeShape1, pCube2|pCubeShape1, pCube3|pCubeShape1 etc will be the same different as the paths itself.
Forget about paths (and its hashes) as unique IDs of objects.

Thanks for explanation about the referencing issue. I will try to find some other elegant solution to solve Maya's lack of object names uniqueness or unique IDs...
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Re: Unique object names

Postby brue » Sun Feb 17, 2013 1:01 pm

brue Sun Feb 17, 2013 1:01 pm
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Re: Unique object names

Postby jmfowler » Sun Feb 17, 2013 9:21 pm

jmfowler Sun Feb 17, 2013 9:21 pm
How much experience does Autodesks maya programmers have with renderers using realtime ( IPR) unbiased rendering on GPU's? I have no idea myself but I don't imagine its more than the people having to code it like jimstar.
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Re: Unique object names

Postby ypolyz » Tue Feb 19, 2013 7:21 am

ypolyz Tue Feb 19, 2013 7:21 am
Re: Unique object names
the way fix the name issue

http://www.creativecrash.com/maya/downl ... nja-rename
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