2.04 problems

Autodesk Maya (Plugin developed by JimStar)

Moderator: JimStar

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Joss
Licensed Customer
Posts: 81
Joined: Mon Nov 22, 2010 12:15 pm

1. Sometimes IPR session loses connection to changes in scene - it simply stop reacting anyhow to changes in the scene - time change(for camera animations), materials tweaking, etc.

2. Plug-in doesn't "see" when you converting maya standard materials into octane ones while IPR session running, so user have to restart sessions again and again.

3. The main problem: i have a huge piece of geometry, it's a gas factory with thousands of objects(mb file size is >1gb). It's a real pain to tweak materials in that scene, taking into account previous 2 points, since "cooking" the scene takes like 5 minutes at least(ironically render takes just 20s).
The bigger problem is that even after scene is ready for render, batch renderer "cooking" all that geometry each frame, ignoring the fact that all the geometry is static or have just some TRS animation.

In IPR session i can scrub the timeline here and there with almost instant render view feedback, while in batch mode _every_ frame takes like 5-10 min to prepare the geometry and ~10s to actually render it.

Is it possible to optimize that somehow?

PS: And one more, i believe i already posted that: is it possible to do a license check in a separate thread or change it somehow, so it wouldn't take 7s of maya startup time just to check the license for _one_ of the plugins?
Freelance CG TD, developer.
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JimStar
OctaneRender Team
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Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

Joss wrote:The main problem: i have a huge piece of geometry, it's a gas factory with thousands of objects(mb file size is >1gb). It's a real pain to tweak materials in that scene, taking into account previous 2 points, since "cooking" the scene takes like 5 minutes at least(ironically render takes just 20s).
The bigger problem is that even after scene is ready for render, batch renderer "cooking" all that geometry each frame, ignoring the fact that all the geometry is static or have just some TRS animation.
What you mean by "geometry is static"? I mean from Octane engine point of view... What Octane type of mesh objects have you set for the objects which you do not want to reload every frame and which are still reloading? What animation mode is chosen in Octane settings?
Joss wrote:PS: And one more, i believe i already posted that: is it possible to do a license check in a separate thread or change it somehow, so it wouldn't take 7s of maya startup time just to check the license for _one_ of the plugins?
Sorry, but this is how the licensing core in Octane engine works. It can't be changed by the plugins.
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Joss
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Posts: 81
Joined: Mon Nov 22, 2010 12:15 pm

"geometry is static" = no vertex animation/topology changes, just TRS animation or no animation at all.

I had geometry mesh type set to "global", animation mode = "full".
Guess i can set animation mode to "camera only", but the question about TRS animation is still here.
Freelance CG TD, developer.
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TBFX
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Joined: Sun Dec 11, 2011 9:43 pm
Location: Wellington, New Zealand

Joss wrote:"geometry is static" = no vertex animation/topology changes, just TRS animation or no animation at all.

I had geometry mesh type set to "global", animation mode = "full".
Guess i can set animation mode to "camera only", but the question about TRS animation is still here.
Hi Joss,

Have a dig through the Maya section of the forums, there are many explanations of how to use the geometry types in combination with the different animation modes to optimise your transfer and render times. I'd suggest searching for 'animation mode' or 'geometry type' in the first instance.

T.
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
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Joss
Licensed Customer
Posts: 81
Joined: Mon Nov 22, 2010 12:15 pm

I found the problem within my scene - had to run a quick script to set proper attribute over 800 objects, but eventually it's rendering quite fast. I'm testing the plugin from time to time for my purposes, but it's hard to track all the changes without full changelog. I suggested that back in the days, but...

Now the only problems left is:
1. really long scene preparation, ~5min before it start to render 1st frame, don't know if it's plugin or engine itself.
2. IPR still stopping to react from time to time.
3. Plugin doesn't handles converting maya materials into octane ones - i have to stop IPR and wait another 5-10 min until it's cook geometry.
Freelance CG TD, developer.
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