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.
Unique object names
Moderator: JimStar
Maya 2013 / W7 64bit / Intel i7 980 / 24GB / Gigabyte gtx 580 3GB + 2*EVGA gtx 680 4gb / MB Gigabyte X58A-UD3R / NZXT Phantom - white/black case
Maya 2013/W7 64bit/Intel i7 3820/16GB/ MB Gigabyte GA-X79-UD3 /4*EVGA gtx 680 4gb/SSD 6Gb.s /CM HAF X case
Maya 2013/W7 64bit/Intel i7 3820/16GB/ MB Gigabyte GA-X79-UD3 /4*EVGA gtx 680 4gb/SSD 6Gb.s /CM HAF X case
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.
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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JMfowler,
for one of my scenes this operation takes over an hour to accomplish.
for one of my scenes this operation takes over an hour to accomplish.
SuperMicro X9DAI
Dual Xeon E5-2670
64 GB DDR3-1600
Dual EVGA 680 4 GB
Win 7
Nvidia Driver 310.71
ASROCK Extreme 11
Intel 3970X OC'd 5.2 GHZ
64 GB DDR3-2400
Tri EVGA 680 4 GB
Win 7
Nvidia Driver 310.71
Dual Xeon E5-2670
64 GB DDR3-1600
Dual EVGA 680 4 GB
Win 7
Nvidia Driver 310.71
ASROCK Extreme 11
Intel 3970X OC'd 5.2 GHZ
64 GB DDR3-2400
Tri EVGA 680 4 GB
Win 7
Nvidia Driver 310.71
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
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.
Perhaps it is due to I'm not a native English speaker.
Can you please describe in detail, what you mean?
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
perhaps you may ask them to fix this weird thing in Maya?..brue wrote:a few friends at autodesk
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.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.
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.
Sorry, I tried to capture the essence of this, but I can't.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.

Can you please describe in detail, what you mean?
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 ?
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 ?
SuperMicro X9DAI
Dual Xeon E5-2670
64 GB DDR3-1600
Dual EVGA 680 4 GB
Win 7
Nvidia Driver 310.71
ASROCK Extreme 11
Intel 3970X OC'd 5.2 GHZ
64 GB DDR3-2400
Tri EVGA 680 4 GB
Win 7
Nvidia Driver 310.71
Dual Xeon E5-2670
64 GB DDR3-1600
Dual EVGA 680 4 GB
Win 7
Nvidia Driver 310.71
ASROCK Extreme 11
Intel 3970X OC'd 5.2 GHZ
64 GB DDR3-2400
Tri EVGA 680 4 GB
Win 7
Nvidia Driver 310.71
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.
SuperMicro X9DAI
Dual Xeon E5-2670
64 GB DDR3-1600
Dual EVGA 680 4 GB
Win 7
Nvidia Driver 310.71
ASROCK Extreme 11
Intel 3970X OC'd 5.2 GHZ
64 GB DDR3-2400
Tri EVGA 680 4 GB
Win 7
Nvidia Driver 310.71
Dual Xeon E5-2670
64 GB DDR3-1600
Dual EVGA 680 4 GB
Win 7
Nvidia Driver 310.71
ASROCK Extreme 11
Intel 3970X OC'd 5.2 GHZ
64 GB DDR3-2400
Tri EVGA 680 4 GB
Win 7
Nvidia Driver 310.71
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...
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.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 ?
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...
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.
Maya 2013 / W7 64bit / Intel i7 980 / 24GB / Gigabyte gtx 580 3GB + 2*EVGA gtx 680 4gb / MB Gigabyte X58A-UD3R / NZXT Phantom - white/black case
Maya 2013/W7 64bit/Intel i7 3820/16GB/ MB Gigabyte GA-X79-UD3 /4*EVGA gtx 680 4gb/SSD 6Gb.s /CM HAF X case
Maya 2013/W7 64bit/Intel i7 3820/16GB/ MB Gigabyte GA-X79-UD3 /4*EVGA gtx 680 4gb/SSD 6Gb.s /CM HAF X case
Re: Unique object names
the way fix the name issue
http://www.creativecrash.com/maya/downl ... nja-rename
the way fix the name issue
http://www.creativecrash.com/maya/downl ... nja-rename