Octane for Softimage 3.0x

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Autodesk Softimage XSI (Developed by Face)

Re: Octane for Softimage 3.x

Postby xenobite » Tue Jan 31, 2017 8:21 am

xenobite Tue Jan 31, 2017 8:21 am
face wrote:my harddisk is crashed after 2 1/2 years
face


since you have some important data you should think of getting some raid system to protect your data or at least make copies on few other disks :D
(I recommend second solution)
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Re: Octane for Softimage 3.x

Postby face » Tue Jan 31, 2017 9:58 am

face Tue Jan 31, 2017 9:58 am
xenobite wrote:
face wrote:my harddisk is crashed after 2 1/2 years
face


since you have some important data you should think of getting some raid system to protect your data or at least make copies on few other disks :D
(I recommend second solution)

All important projects have copies. One original, one intern daily, one extern weekly. But not all libraries which i need ;)
So i think its not required to save every day 7GB of data if i can rebuild it in one or two days and reduce the data to around 300MB per day.

But i think now, after the rebuild, i will also save it one time ;)

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Re: Octane for Softimage 3.x

Postby smicha » Wed Feb 01, 2017 11:10 pm

smicha Wed Feb 01, 2017 11:10 pm
I have a complete rookie questions for the XSI plugin - does the plugin have orbx/ocs export function as e.g. modo, c4d plugin has? Does it support exporting instances to scatter nodes in the orbx/ocs file?

Thank you in advance for your help.
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Re: Octane for Softimage 3.x

Postby face » Fri Feb 03, 2017 10:02 am

face Fri Feb 03, 2017 10:02 am
I don´t know if i can make it work.
Maybe i can include it as render output. So much i know, each renderer inside Softimage can have the ability to export archives.

Softimage SDK Programmer's Guide > Customizing Softimage using the SDK > Custom Renderers > wrote:Archive export mode is triggered when the user wants to export render archives to be rendered using a standalone version of the rendering engine, outside of the Softimage interface.

This mode is only called if the renderer plug-in registered itself as archive export capable by adding siRenderProcessExportArchive to Renderer::PutProcessTypes, and registering an archive file format with Renderer::PutArchiveFormat.

Since the archive is meant to be rendered outside of Softimage it is important that the renderer plug-in include all information required to do so, since it is impossible to request any missing information from Softimage later on.


But how it works, don´t know, haven´t played with it.
I think it will export an archive for every frame, so you will become one orbx/ocs file per frame.
Here i would prefer an orbx, because it has included the whole geometry inside the file. With ocs, you will become one "assets" folder which includes all geometries and the files will look like cube.obj, cube2.obj, cube3.obj...

The whole scene in one file wouldn´t work as easy because i must then replay the scene and record each frame. This will be another process which includes the rewrite/reuse of many functions.

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Re: Octane for Softimage 3.x

Postby smicha » Fri Feb 03, 2017 10:14 am

smicha Fri Feb 03, 2017 10:14 am
Face,

I am not sure if I understand it correctly. If I have many instances (identical copies but as instances) of the same object (let's call it "A") - will I be given after exporting the scene to osc file - a single obj "A" and to it connected the scatter node that replicates all copies of "A" ?
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Re: Octane for Softimage 3.x

Postby smicha » Fri Feb 03, 2017 10:21 am

smicha Fri Feb 03, 2017 10:21 am
So here is the screenshot of how it looks like in Modo - all instances are exported to ocs in the scatter node. Hope it helps.

So does XSI have the same functionality?
Attachments
export.jpg
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Re: Octane for Softimage 3.x

Postby face » Fri Feb 03, 2017 11:01 am

face Fri Feb 03, 2017 11:01 am
There is no option to export to orbx/ocs, i can try to include it like the way i have written in the post before.
For internal testing, i export the frame before i render it and yes, then it will export the instances in a scatter.

As hint, the renderer is completly included in Softimage and uses the same buttons, windows and functionality like MentalRay.
So the entire proccess to send the data to the renderengine is also included in the renderer. All data are stored inside the renderer.
If you open a scene and try to export it as a file before you take a render, there is no data because it will generated first when you render.
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Re: Octane for Softimage 3.x

Postby face » Fri Feb 03, 2017 11:45 am

face Fri Feb 03, 2017 11:45 am
As overview, a little image:

flow.gif
flow.gif (4 KiB) Viewed 11695 times


This means, in modo, the data is global and can be generated/accessed from everywhere.

In Softimage, the data is local in the renderer and can only be generated in the renderer.
So, if you try to access the data from everywhere, you will only get the data which is build by the renderer AND this data can be out of date.
It´s the only way, a renderer inside Softimage works.
As example, the renderer tells me, which pass i want to render, which frame, which resolution, which output formats, which render option is used, which camera, which output ( process/preview/shaderball ) and many more.
I can be in a different pass, with different showed objects, but i will get the right output. You will also get what you want and not what you see, which can be realy different.
The renderer also locks the scene, so that the scene cannot be modified when the data is build.
Also the only way to export the data as orbx or ocs is inside the renderer.

Hope this explains a little bit the problem to export to a file.


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Re: Octane for Softimage 3.x

Postby wireframex » Fri Feb 03, 2017 5:13 pm

wireframex Fri Feb 03, 2017 5:13 pm
Elvissuperstar007 wrote:you have at least a beta version released, it will be a starting point


Face --> What news about something to play with ?
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Re: Octane for Softimage 3.x

Postby face » Fri Feb 03, 2017 7:48 pm

face Fri Feb 03, 2017 7:48 pm
Without the VDB port, i will not release a beta.

Now it export the VDB as a file and this is rendered inside the standalone.
The current pro is, i must not store any VDB data in an ICE value, this will fasten up the display output. You know how slow it is when you try to generate 40M+ points with values.
The con is, i have no access from the renderer to the data which stays in the node.
Maybe i can store a pointer value in a ICE value to get access to the node. Or a node identifier which sets a data pointer in a Class in which i can read from the renderer.

Not realy simple ;)
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