Octane for Softimage 1.02 RC7 [Obsolete]

Forums: Octane for Softimage 1.02 RC7 [Obsolete]
Autodesk Softimage XSI (Developed by Face)

Re: Octane for Softimage 1.02 RC7 [Current]

Postby face » Fri Jun 06, 2014 8:28 am

face Fri Jun 06, 2014 8:28 am
Ok, after some tests, it isn´t possible to use shader compounds when i use my existing functions.
The problem are the compound output ports. When the scripting name of a port is "out", i can´t get the target in which the port is connected.
The scripting name, is the name which you can rename inside the shader. The name shown from outside, is the port description.
comp1.gif

One solution i have tried, was to rename the ports with the help of the plugin.
But there i have the problem to do it when the renderer is running and the scene is locked.
To lock the scene is needed because it must be safe that no data is changed from outside when the renderer reads all in.
So a rename of the ports at this part of the render process, will cause a crash.

Now i have to rewrite my shader search routines because i think, it can´t be your job to check and rename all "out" ports.

Sorry for the delay,
face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
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Re: Octane for Softimage 1.02 RC7 [Current]

Postby PeterCGS » Sat Jun 07, 2014 8:44 pm

PeterCGS Sat Jun 07, 2014 8:44 pm
I got some animated octane mix values that doesn't get update when rendering. Is there some way to force the renderpass to look at changed shader values (it is updated correctly when previewing each frame)?

/Regards Peter K
Win7, i7 980 Hexacore, 24GB RAM, 3xEVGA SC 670 GTX 4GB
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Re: Octane for Softimage 1.02 RC7 [Current]

Postby face » Sun Jun 08, 2014 4:35 am

face Sun Jun 08, 2014 4:35 am
PeterCGS wrote:I got some animated octane mix values that doesn't get update when rendering. Is there some way to force the renderpass to look at changed shader values (it is updated correctly when previewing each frame)?

/Regards Peter K

Have oyu more infos like wich version, is MB enabled or disabled and how you change the mix values?
Maybe you can show the render tree.

For now, there is now way to force a update.
I don´t like it because you or others will use it and i become no feedback that the shader check doesnt work ;)

face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
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Re: Octane for Softimage 1.02 RC7 [Current]

Postby PeterCGS » Mon Jun 09, 2014 10:29 am

PeterCGS Mon Jun 09, 2014 10:29 am
Will send a render tree soon. Its only a animated octane mix node (using RC7 and MB enabled).. Btw, it seems skip rendered frames doesn't work anymore!
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Re: Octane for Softimage 1.02 RC7 [Current]

Postby face » Mon Jun 09, 2014 8:55 pm

face Mon Jun 09, 2014 8:55 pm
Ok, MB will cause this issue i think. Will try to solve it.
Thanks for the info with the skip rendered frames. will also try to solve it...

face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
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Re: Octane for Softimage 1.02 RC7 [Current]

Postby face » Tue Jun 10, 2014 7:34 am

face Tue Jun 10, 2014 7:34 am
Found the mix problem, have forgotten to update the rendertime in the shadersection ;)
Now it works...

face
Attachments
mix.jpg
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
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Re: Octane for Softimage 1.02 RC7 [Current]

Postby face » Wed Jun 11, 2014 6:57 am

face Wed Jun 11, 2014 6:57 am
The skip rendered frames is also solved.
If you have multiple outputs, all files must be existing to skip the frame.

face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
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face
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